Showing posts with label Boomer. Show all posts
Showing posts with label Boomer. Show all posts

Sunday, September 14, 2014

Super Paper Mario -- Flipside Pit of 100 Trials

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

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

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

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

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

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

Wednesday, September 3, 2014

Super Paper Mario -- Chapter 6-1

The heroes go back through the door that leads to Chapter 6. What they find is a completely white world. Tippi says there's nothing left here and it can't be the beautiful world they were in before. She feels the Pure Heart, but faintly. She can't believe that anything's left and suggests they take a look around. Use Carrie to get around faster in this barren wasteland. You'll find bits of debris here and there. After a long while, Tippi will see something. It's a gray, stone-like heart. It's the Pure Heart, which somehow survived the world's obliteration, but something seems odd about it.

Someone laughs, calling the place pretty bland. Mr. L drops in, saying it looks like the Pure Heart is broken and couldn't handle the end of the world. He decides to swipe it for kicks. If you have Peach out, he calls her gorgeous and says this chaos wasteland is no place for a stunner like her. Peach demands that he remove his mask. He changes the topic to the Dark Prognosticus. Anything the count doesn't like never existed. He decides to leave, saying to stay out of Count Bleck's business if they want to live. Peach says even he, a masked man wouldn't watch a world die without feeling anything. She says he must see that Count Bleck's plan is mad. He asks if the heroes are pushing for a fight. He won't disappoint them and launches the new and improved Brobot. This one has arms and feet and is sporting the latest in brobotics. He calls it Brobot L-Type. Mr. L tells Peach to try not to get kidnapped before she's defeated.

Brobot L-Type has 64 HP, 5 attack, and 4 defense. It has 8 defense against fire. It can attack with its hands and tackle, as well as throw its mustache, shoot missiles, and do everything that Brobot could. It's weak to explosions, so place Boomer near where its feet are or will be, and press (1) again to make Boomer explode. Once you defeat it, Mr. L says there's no way Brobot L-Type should have been defeated, as it shoots missiles. He drops the Pure Heart when he lands on the ground. He calls it preposterous and wonders why he can't win. Tippi suggests that he keeps losing because he's weak. Mr. L growls, saying the heroes can laugh now, but he never forgets. He leaves, leaving Peach to think she's met him before. Tippi notices he dropped the Pure Heart, which looks like a rock. It has no sparkle left. She suggests they take it back to Merlon.

End Of Chapter

Elsewhere, Mr. L says he can't seem to beat the heroes. Dimentio asks if they wounded his fragile pride and demolished his robot again. Mr. L is stumped, thinking a giant robot would be enough to crush the heroes. He's a disgrace and can't show his face to Count Bleck after this. Dimentio says this is probably for the best and uses a little flame magic on him. Mr. L asks what he's doing. Dimentio says Mr. L can't go back, so he should get lost. Mr. L doesn't find it funny, but if he wanted to laugh, Dimentio's face is inspiration enough. Dimentio comments on his temper, saying his nostrils flare out like the hood of a hissing cobra. He can't have Mr. L around the count, but if he gets rid of him here, he won't be found out and Mr. L will never be found. This is his moment to grasp. He says it's time for Mr. L's final bow and summons a box around him. Mr. L freaks out, saying Dimentio's lost his mind. Dimentio promises that this won't be so bad. He'll send the heroes his way soon so he'll have someone to play with. He sets off explosions in the box while Mr. L wails. Dimentio leaves.

The destruction of an entire world was a great and terrible tragedy. But Mario and his allies had survived the cataclysm and found another Pure Heart. The end of that world had dulled the shine of the Pure Heart they had found. Was the Pure Heart's power lost forever? The heroes set out for Flipside to find out..

For some reason, the music for the start of the chapter plays.

Wednesday, August 27, 2014

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

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

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

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

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

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

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

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

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

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

Sunday, August 24, 2014

Super Paper Mario -- Chapter 5-1: Downtown of Crag

Still worried about Tippi's condition, Mario and friends opened the fifth door. They still need to find three Pure Hearts... But the imminent destruction of the world was approaching at an alarming pace. Would Mario have enough time to save the day? And what foul trick would Count Bleck and his goons come up with next? This adventure grew more dangerous... and more thrilling... with every step.

This world is filled with rocks and mountains. People appear below and the door appears in midair. Tippi says the view from midair is nice, but she can't see the Pure Heart. She suddenly realizes that they're in midair and gravity kicks in. The people below sing to Big Rock Who Watches. They are the Cragnons and they need help. They ask Big Rock Who Watches to hook them up. The heroes land before them. Tippi asks if they're alright. One Cragnon asks if the other saw a person fall out of the sky. The Cragnons think the hero has a funny shape and may be sent down from Big Rock Who Watches. They carry off the heroes, while Tippi tells them in vain to stop.

The heroes are taken to the house of the chief, Marbald. Tippi asks what the Cragnons are and where they are. The chief says they are in the land of Cragnons, who are in danger. He says freak plant-people that a nerd Cragnon named the Floro Sapiens came and kidnapped many Cragnons. The Cragnons were peaceful, but he says the Floro Sapiens didn't give peace a chance. They sent out a rescue team, but even they need rescuing. Marbald has no idea how to save his people and if they aren't saved, the Cragnons will go extinct. He wants them to hook them up by saving the kidnapped Cragnons and pruning the Floro Sapiens. The heroes agree to help. A Cragnon enters, saying King Croacus has returns and more village Cragnons have been kidnapped.

Leave Marbald's house to enter Downtown of Crag. The other villagers are afraid and won't open their doors. Walk to the right to leave town and a Floro Sapien walks up, saying it hasn't seen anyone like them before. He thinks they may be a rare breed of Cragnon and King Croacus would be happy to have a rare breed of Cragnon be his Pure Heart polisher. Floro Sapiens attack by throwing their heads. Stomp on the stalks to defeat them. You can also repel the head with Barry and it will fly back and hit them and anyone behind it. Tippi says they must find the Floro Sapien's leader to find the Pure Heart. Someone calls for help. Floro Sapiens are carrying Cragnons off through the door. Go through the door and back and the villagers will appear. One of them is standing on the rock over the water, saying that the Cragnons throw their trash into the river to make it go away and return to nature. They say not to waste trash.

Go through the door and the Floro Sapiens run to the left. There are Bony Beetles here, as well as a Back Cursya, which will take you back to Flipside instantly. There are also Putrid Piranhas, who have poison breath. Moon Clefts are also here. They have high defense which drops to zero when they're flipped over. Boomer is very effective against them. Go through the pipe on the right to find Shlorps. They have 3 attack and will be defeated if they eat Boomer a couple of times. Defeat them to make a chest appear with a Bowser (2) card. Return and go left. The item block has a Happy Flower. Go to the top of the hill, then drop left down to the bottom. Flip for a chest with a Moon Cleft card. Go back up the hill and float across the top. On the other side are three blocks. Hit them in the following order: left, right, middle. This makes a pipe appear.

Go through the pipe and you'll see the Floro Sapiens still carrying off some Cragnons in the background. There are many Muths here, woolly mammoth-like creatures with 100 HP and 5 attack. They'll charge at you. The best way to attack them is with Bowser's flames, but you can stomp them for bonus stylish points. They may drop Bone-in Cuts. At the end are three blocks. The order you have to hit the blocks is much more complicated: middle, right, left, left right, middle, right, left, right, right, middle, right, right, left, middle, middle, left, left, left, right, left, left, left, middle, middle. This makes a pipe to the background appear. Walk to the right behind the rock to find a pipe to the foreground, where you'll find the star.

Wednesday, August 20, 2014

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

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

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

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

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

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

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

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

Sunday, August 17, 2014

Super Paper Mario -- Chapter 3-4: The Battle of Fort Francis

Mario, Peach, and Bowser had scaled the tree and defeated Dimentio. The exhausted heroes were relieved to finally see the ivory towers of Fort Francis. Was Tippi safe? Was the next Pure Heart really waiting for them ahead? Their only answers were the strange voices carried on the wind from inside the fort...

Outside Fort Francis, Bowser asks if this is where the dweeb Francis lives and what his castle has over his. Peach is worried about Tippi. Inside the fort, Tippi is being held in a cage and Francis is photographing her. He calls her "hi-technical" and says she's an undiscovered digibutterfly species. He must document her and tells her to shake her thorax. Tippi calls to Mario. The digibutter.nerr forum will be jealous when he posts the pictures.

The door to Fort Francis is locked. The sign says no entry into Fort Francis unless you're a super genius or a hot girl. Flip and you'll see a pipe hidden behind a small wall. Pick up a block with Thoreau and hit the switch with it to get a Fort Key. Use it to unlock the door. On the inside is a Save Block and another door. I will now you the fast way to get through the fort. Flip in this hallway. There's a space between the door and the wall so you can go behind the door. There's a pipe back here. Go through it to the fort's basement. Flip to find flip blocks near the long row of spikes. Use these to reach a ledge so you can go over the spikes. Check out the writing on the wall. It says, "For room on right: 2323. For room on left: 2828." Keep that in mind. On the other side of the spikes is a cage with a Pixl. Pound the nearby switch with Thudley to open the cage. The funky music starts playing. The Pixl thanks them for freeing her. She's been shut in the cage forever and wants to repay the heroes. First, it wants to see if they are on the same page as her. She asks what their first impression of Francis was: greenish/ nerdy/ awesome. Next, she asks if anything else about him caught their eye. He's: a photo fanatic/ into butterflies/ irresistible. Finally, she asks what they think about him. He's a: monster/ tech geek/ stallion. Regardless of what answers you pick, she'll agree with you, even if you call Francis an "awesome, irresistible stallion". She says they'll work together perfectly and joins. This is Carrie. She folds up into a box and allows the heroes to move around faster and cross spikes and other hazards safely. Go left over the spikes and back through the pipe.

Go through the door and you'll find some of Francis's Meowmaids, robotic servants that ensure Francis enjoys a relatively stress-free fanboy lifestyle. They remove commercial breaks from his television shows, organize his comics, tell him when various items on his wish list can be purchased, and secure the fort. There's a cat-shaped door in the middle of the room. Look through the keyholes and you'll see Francis photographing Tippi. Go through the door on the right. Flip to find some gray stairs leading up. At the top of the stairs is a Surprisemeow, that shoots Meowbombs. Flip to avoid them and go through the door.

The door leads to a room where there are two doors hanging from the wall. Pound the ground underneath them with Thudley to make them drop. These are the left and right rooms the note in the basement speak of. If you did this the normal way, you can only go through the left door and make any progress. Once you have Carrie, both doors are at your disposal. Go through the left door and flip to find a gray platform. Stand on it, then jump and hover with Peach to the right. Flip to find stairs and a door. There are robots here called Airmeows. They will dive-bomb you. Pick one up with Thoreau and use it to hit the switch. A large bridge will appear to another tower. Go through the door on the other side and you'll find a Securimeow. It guards the door to a private room and has True/False security questions to verify identity. All of the questions should be answered True:
1. Videogame soundtracks are totally hi-technical.
2. Episode 127 of "The Grodus Chronicles" is pretty much the schweetest thing ever.
3. One day, I will own all of the "Starship X-Naut" Series 3 collectible action figures.
After this, enter the passcode 2828. If you get it wrong, a trapdoor will open and you'll fall into a room where there is a Chomp and a block to use to hit a switch. Stand on the switch as well to make a pipe appear. When you go through the door, you'll see part of Francis's collection, which includes many things related to Paper Mario: The Thousand Year Door and some from Paper Mario. There's a Bigmeow patrolling the room. Bounce off of it to reach the chest on the shelf. It contains a Fort Key. The item block contains a Mushroom.

Go through the right door and use Carrie to cross the spikes. The door at the end leads to another Securimeow. It has more security questions that must be answered "True".
1. Starship X-Nauts comics are never to be removed from their plastic sleeves.
2. Role-playing games should be no less than 180 hours long, not counting sidequests.
3. Fanny packs are both practical and stylish.
Enter the code 2323 and the door to the elevator to the secret lair opens. There's a Super Shroom in the item block and more collectibles in the room. Jump off the Bigmeow to reach the chest with another Fort Key.

Return downstairs and save. Place the keys in the cat-door's keyholes, then switch to Peach. Check out the door and it says only Francis and hot girls are allowed inside the room. Being Bowser or Mario when this happens will make the door shoot lasers when this happens. The door will ask questions to check Peach's compatibility with Francis before letting her through. They should all be answered "True".
1. Videogames and hot babes are totally hi-technical.
2. If it's limited edition, buy it!
3. I have bought games that I have never played.
4. If it's got fierce giant robot on giant robot combat, it's an insta-buy!
5. They're NOT DOLLS, they're ACTION FIGURES WITH REAL FIRE-PUNCHING ACTION!
6. I have dumped a friend over an argument about Starship X-Naut propulsion technology.
7. A schweet cover illustration is way more important than the storyline.
8. Never pull the top copy from a pile of comics. Find the mint-condition one.
9. My first love was an anime character.
10. I love going on message boards and complaining about games I've never played.

After that, the door opens. Francis is startled, asking who is sneaking into his room and why. Peach says she's been looking all over for him. Francis starts freaking out that there's a hot girl in the room, which is, somehow, "hi-technical". He's too excited and he's started sweating. He can't talk to girls, so he gets out his laptop from his fanny pack and boots up "swoon.exe" and activates the "Nerr2Babe" interface mod with real-time wooing.

The interface boots up and Francis welcomes Peach to his castle. Peach is confused. He says he boots up the interface when it's time to talk to the ladies and it's time for the program to work its magic. He first asks her name. Any of the options work. His passion levels up. He looks at her, complimenting her on being cute like a princess from an anime or videogame. Her feistiness adds to her charm. Pick an option, and his passion will level up, and possibly his ego. He decides to give her a Pink Princess signed poster. Again, select an option that looks interesting. Francis starts talking about the future, saying they are destined to be together and get married. After choosing a selection, Peach asks who's choosing the answers for her, as she's not marrying this dork. She shouldn't be having this conversation in the first place and is here to save Tippi. Francis sifts through the program's options, not finding a Tippi command. Peach has had enough and uses Boomer. Francis calls out in despair about his graphics card. He says that was the only known copy of the Nerr2Babe patch, which is now gone forever. He probably should've made a copy or backed it up. He says real girls are scary.

Tippi notices Peach. She was worried and asks if she's here to save her. Francis understands now that Peach raided his fortress to steal Francine, but he won't let her. (He came up with the name on his own.) He thought it was weird that she could talk, but the forum's reaction was that she was hi-technical. She's also his only offline friend. The cage lowers and Francis says they'll feel the wrath of the jilted X-Naut in the season finale of "The Grodus Chronicles". Feel free to switch characters. As a chameleon, Francis can appear and disappear at will. He'll quickly disappear after launching an attack, so listen for him to appear and attack quickly. He'll use the bright flash of his camera to blind them temporarily and disappear. He'll shoot out his tongue to pick up the hero, then spit them out. He'll also pull out his laptop to summon Meowbombs from the ceiling, so be careful. They will explode after a short while. Once you defeat him, he'll cry and run out of the room.

Tippi is freed from the cage and thanks the heroes for coming to her rescue. She's happy and starts glowing. A green Pure Heart appears from her. They wonder how that happened. Peach thinks Tippi's heart burst with happiness and released a Pure Heart. The heroes take it and the Pixls dance.

End Of Chapter
The fourth Pure Heart appeared in a dazzling flash of mysterious light. What made it appear? The group was puzzled by this and many other riddles. "...So you're not hurt?" asked Tippi, full of concern. Somehow, Tippi seemed different than before. She had started to change. Mario simply shook his head and started the long journey back to Flipside...

Saturday, August 16, 2014

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

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

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

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

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

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

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

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

Thursday, August 14, 2014

Super Paper Mario -- Chapter 3-1: When Geeks Attack

Mario and his new friends opened the door, unsure of what they would find. All the while, Merlee's words about finding the "other two heroes" rang in their minds. Were these other heroes somewhere in this new world? If not, where? Meanwhile, the creeping void grew larger in the skies above Flipside. The hopes of all worlds rested on the heroes finding the next Pure Heart.

The yellow door leads to The Bitlands, an 8-bit area. Tippi senses the Pure Heart nearby, but she can't tell where. A tongue comes out of nowhere and grabs her. Someone laughs, "Nerr-herr herr herr..." A chameleon appears, calling the "super-rare pixelated butterfly" it just caught "hi-technical". His friends at digibutter.nerr will freak when they hear about it. He wants to bring it home quickly so he won't miss the latest episode of the "The Grodus Chronicles", as he doesn't trust his digital Recordomeow for such an epic episode. It disappears.

Everyone is shocked. Also shocked is someone in the nearby shrubs. It's a Pixl, saying that it saw a kidnapping, a shocking scene before their eyes. That's a wrap for that Pixl now that Francis, the chameleon, has her. Check out the shrub and the funky Pixl music starts. The Pixl asks if they're friends of the butterfly girl. It says that Francis is the nerd to end all nerds and has a thing for butterflies. Once he gets his hands on something he likes, there's no getting it back. He keeps his collection in a fantasy fortress, which is basically a geek paradise, miles away from here. The Pixl says that infiltrating the nerd's lair for a rescue will be dangerous, so it offers three tips. 1.There are some no-class jerks in an old castle ahead that isn't easy to get past. Do something to the red X mark. 2. Next, they'll see an ocean, where a scary, cranky, huge sea monster lives. Toast its red flipper thing. 3. After that, there's a humongous tree with a huge gorge next to it. Do something to the red wind. It says to tell him if they save her.

Up ahead are two tall pipes. Flip around them, then climb up the hill with many Koopas in 2D. At the top, kick the Koopa shell down for lots of points. I leveled up. There are Piranha Plants in the pipes. Cross the gap and flip for some flip blocks. Use it to reach the top of a pipe. Above it is a brick block with a ladder that leads to a door. Go through it and have Peach float all the way to the left to a pipe. The pipe takes you to the background, where there's a Catch Card SP. Return to the foreground and you'll find Hammer Bros. and a Mega Star in an item block. Go through the door on the right. A Koopa freaks out and gets a Mega Star. It transforms into a giant 8-bit Koopa that will charge right for you. Run to the left and get a Mega Star of your own so you can defeat it. The sign to the right is written backwards. It says to fall between the red pipes. Hit the switch for a platform under the door, so you can return.

Go back to the main part of the level and drop down the gap between the red pipes. You'll end up in an area looking exactly like 1-2 of the original Super Mario Bros. Flip and you'll see some creative changes. The first item block has some Pal Pills. Go through the first pipe and flip to find another Catch Card SP and some coins. Go farther ahead, and you'll find a pipe between the blocks that form the stairs. Flip to find some flip blocks so you can get the Super Shroom in the item block. Go past the inifinite platforms and go over the blocks to find a secret area. Instead of warping you to new worlds, these pipes take you to other parts of this chapter. The left pipe will take you back to the first area, near a chest with a Piranha Plant card. The right pipe leads to the same area as the middle one, but farther to the left. Flip behind the pipe to find a chest with a Magikoopa card. Walk to the right and you'll find a Save Block. Also in the area are Toopa Strikers, Koopas that kick around Koopa Shells like soccer balls.

Keep going to the right, and someone yells, "HALT!" It's a Toopa Striker, saying that this is Bowser's Castle, and he doesn't like chumps like them geeking up the place. He'll give them a complementary nose job courtesy of his shell. He summons other Koopas, Hammer Bros, and Bill Blasters to attack. Go over the next two castles and you'll come to the largest one in the area. There's a red X on it at the corner. Use Boomer to blow it up. Bowser falls to the ground, asking to tell him someone did not just blow up his awesome lair. He looks at Mario, saying he recognizes that 'stache from somewhere. He remembers Peach clearly. He asks why Mario would blow up his castle, saying that was his 100th time at his castle where he screwed something up. He jumps, knocking Peach away. Walls form an area, trapping Mario in with him and Peach outside. Bowser welcomes Mario to his fortress of pain. Mario must now battle Bowser. The spikes on his shell means jumping on him won't work. Use Boomer and press (1) when Bowser is nearby so Boomer will explode on cue. Dodge Bowser's jump attacks and flames. When you win, Bowser says he hates Mario and that wasn't fair.

Peach asks if Mario's okay. Bowser calls Peach his "lovely wife" and when she doesn't respond favorably, asks how she could forget their big day. She calls the wedding a sham and not a real wedding. She asks why he's here. Bowser says he was locked up in Bleck's castle and then suddenly found himself face down here. He found a castle in the area and made it his lair. Peach says they need his help and asks him to join their party. Mario explains how the "wedding" formed the Chaos Heart and what is going to happen. Peach says they need Bowser's help in looking for the Pure Hearts. Bowser doesn't want to help Mario, but he'll help Peach. Peach says there's no time for him to be a big baby and asks nicely. Bowser says he's grade A, 100% prime-cut final boss, and he's poised to take over the world any day now. Mario keeps thwarting his awesome plans. He says he won't do it for her when she asks. Mario explains that if the world ends, there will be nothing left for him to take over and rule. Peach also reminds him that Count Bleck had his minions brainwashed, so they do his evil bidding and toil under a different cruel and merciless master. Bowser grumbles, roars, then reluctantly agrees to join them. Peach calls him sweet, but he disagrees. He's not helping Mario; he's only doing it so he can rule the world someday. Bowser joins the party. Press "Down" on the Control Pad to make him breathe fire.

Some of his minions ask if he's leaving. He says he is and tells them to hold down the fort until he returns. He's going to dole out punishment to his brainwashed minions. The minions say they'd defend him, but they'd only get in his way. Bowser says anyone in a cape and monocle is begging for a beating. The minions say they'll miss him, but are also planning to party once he leaves. Bowser says it's time to get going and find their "Precious Heart", or whatever it's called. The star is to the right.

Wednesday, August 13, 2014

Super Paper Mario -- Interlude After Chapter 2

In Castle Bleck, Nastasia has a brief memo from Mimi, saying, "I messed up bad". "Bleh heh heh heh heh... She failed to best him, even with my gift of power? A Light Prognosticus hero... Descendants of the ancient tribe... Their strength grows," says Count Bleck. O'Chunks wants to whale on the hero again and will defeat them this time. Nastasia asks him if he's finished his report on his own inadequacy. O'Chunks is working on the conclusion, saying his writing takes time and that 1,000 pages is a lot. "O'Chunks, calm yourself. Take a minion time-out. Count Bleck will send... Dimentio! Come to me... Count Bleck!" Dimentio arrives like a sudden windstorm at a kindergarten picnic. "Bleh heh heh heh heh... You'd like some playtime, I imagine, Dimentio? So you shall have it, but do not disappoint Count Bleck. Dispatch this hero." Count Bleck's wish is Dimentio's command and finds the hero to be an amusing challenge. He leaves. Nastasia asks O'Chunks why he's still not writing his report. O'Chunks remembers his task and leaves. Nastasia then informs Count Bleck that she still has to find a few unconverted rogues left in the castle and leaves. "Heroes... Trying to save these pathetic old world. Bleck, says Count Bleck! Bleh heh heh heh heh heh... Their efforts are in vain. No one can stop Count Bleck!" He leaves, then says, "Just as no one can ease the tempest that rages in my suffering heart..."

Somewhere in Castle Bleck, Luigi is lying on the ground. His head hurts and he wonders where he is. He remembers trying to save Peach, but screwed up. Someone asks if he's awake. It's a pair of Goombas. Luigi asks if they're doing alright. The Goombas are okay and say they are glad to see he made it. Under their breath, they say they figured he was done for and he's tougher than he looks. Luigi asks if they've seen Peach or Bowser? The Goombas say he's the only one lying around, but hope they're okay. Under their breath, they ask who cares about his friends. They say other minions were captured and that they're probably next. They wonder under their breaths how Luigi can be so calm when they're behind enemy lines. They want to get out, so they suggest clearing a path, then all of them bailing out. Luigi says he has to save the Princess. The Goombas didn't expect Luigi to say that, after hearing all those stories about the Great Luigi's daring exploits as the defender of the helpless. They have no one else to turn to. Luigi is shocked to learn of this reputation, but says he has no choice and must spring into action, as his fans need him. One Goomba calls him the BEST, then mutters that that was too easy. They'll be right behind him, but mutter that if the going gets rough, they'll bail.

Luigi tells the Goombas to follow him. Go through the door on the left, down the stairs, then through the door on the left. If you talk to the Goombas, they have so interesting things to say, like wishing Peach or Bowser were there. Peach is easier on the eyes and they prefer Bowser over the "Great Dweeb". Keep going left until you reach a dead end. Luigi wonders what to do next. The Goombas say they should look for another way out and mutter that Luigi is useless. If they stay put, they'll be spotted. One of the Goombas, Gary, is brainwashed. Nastasia appears, saying she was looking all over for them. She says Luigi wasn't a team player at the wedding and needs disciplinary action. The other Goomba decides to Goomba up, which involves defecting to the other side. He asks to join Count Bleck. Luigi asks what he's doing and he says he's joining the winning team. Nastasia loves the enthusiasm and tells him to swear his undying allegiance to Count Bleck. He does and Luigi calls him a dirty traitor. Nastasia orders the brainwashed minions to hold Luigi down so she can get his priorities on track. Luigi calls to Mario for help as Nastasia lifts her glasses.

We now return to Timpani and Blumiere.
Timpani: You're late. Did something happen?
Blumiere: Yes, my father caught me. Sneaking out of the castle wasn't easy after that.
Timpani: I was worried you wouldn't come...
Blumiere: You are a strange girl... You know what I am and yet you don't seem afraid.
Timpani: I don't care what you are. I just wanted to see you. Is that... Is that so wrong?
Blumiere: No. No, of course not. I wanted to see you, too.
Timpani: Blumiere... Do you mind if I sit next to you?
Blumiere: Please do, Timpani. Let's return to our conversation. I must know more of you...

Mario and Peach return to Flipside and Merlon welcomes them on the tower. He asks if they found Merlee and the Pure Heart. Tippi tells him that Merlee said they need four heroes' power to save the world. Merlon's surprised they need more than one hero. He says they only need to find two more heroes. The ground starts shaking and The Void grows. Merlon says that time grows short and tells them to seek the next Heart Pillar. He says that one person determines whether the Light Prognosticus or the Dark Prognosticus predicts truly: "the man in green". Merlon doesn't know what that means. It isn't Link.

Go to the first floor and blow up the crack in the wall. Flip to go through it to find another part of Flipside. There's a sparkling zigzag on the wall. Also here is the card shop. You can buy Catch Cards and Card Bags, which contain a random card. You can also sell your cards. Flip to the front part of the first floor and take the elevator to Basement 1 (B1). There's a milk shop where gossip and stories are traded. Flip and go to the left to find the entrance to the Underwhere, an arcade run by the InterChet. Purchase Flipside Tokens to play the games, but you can't turn the Tokens into coins. If you get a good score, you get more Tokens, which can be exchanged for prizes. Go outside and flip to find a chest hidden across the water. It contains the InterNed card. Drop down into the water and swim to the other side of the channel and you'll find a tiny shop and Flim, a guy who has a random assortment of items for sale. Some of them are Caught Cards.

Outside the Underwhere, you'll find an elevator to Basement 2 (B2). Flip and go to the left and you'll find Welderberg in 3D. He forges pipes for getting around. He'll make one for this spot that leads to the base of the tower (Floor 2) if you'll finance it for 100 coins. Go the second floor Flipside Outskirts and you'll find a pipe. This takes you to the first floor Outskirts. To the left is a pipe blocked by brick blocks. Blow them up and go through the pipe. Flip and use Slim to slip through the right wall to find the Heart Pillar. Place the Pure Heart in it to make a yellow door appear on the tower. Go through it to start the next chapter.

Tuesday, August 12, 2014

Super Paper Mario -- Chapter 2-4: The Basement Face-Off

The mysterious handmaid Mimi disappeared in a bizarre explosion... What exactly was her plan and why did she try to enslave Mario and friends? After the incident, Princess Peach noticed stairs going down. "Here we go!" she said. "I wonder if Merlee is down here?" thought our heroes as they traded worried glances... The two solemnly made their way down, knowing there was no other path to follow.

In Merlee's Basement, Tippi says that the Pure Heart is nearby, as she can feel the tremors more strongly. Someone starts speaking faintly in rhyme, thanking them for looking for her. A faded image of Merlee appears. She's glad to see them, as she's been waiting a long time for them. They can't meet right now as an evil one is pursuing her, so she's not safe. Merlee says the basement is like a maze. With her power fading, she says to trust nothing, be it foul or fair. The image disappears and Tippi wonders if that was really her and why they have to be so careful.

Go down the stairs and you'll find a Mushroom to the left in an item block. To the right are two doors. From this point forward, the basement is like a maze. The door on the left leads to Room 01. Check the signs in the middle of the room to check the number. Go through the upper left door, which leads to a room decorated like the rest of the mansion. Flip and you'll find a couple of flip blocks. Bring them into 2D, noting that there are two tiers of them. Go up to the second level and Merlee is there. She says she's like the sun to those whom fate brings her. She knew she would see them soon. Tippi asks her for the Pure Heart and Merlee says she'll gladly give it to them for 10 million Rubees, a bargain according to her. She asks them to sign on the dotted line. Refuse and she'll allow a small loan. Refuse again and she'll throw in a free gift: a Super Mega Ultra Shroom. Refuse and she'll offer Breadward, a Pixl made of oats and lard. Refuse one more time and she yells, saying none of them have a clue. This is there last shot. Refuse and Merlee's faded image appears, saying this Merlee's a fake. The fake Merlee says, "Mimimimimimimimimimimimimi!", then says there's no point in trying to fool them anymore. She turns into Mimi, saying the girl that they thought was a handmaid or Merlee was an imposter and a faithful servant of Count Bleck She's the master impersonator, Mimi. She wanted to settle things peacefully, but it's too bad that the heroes refused. She assumes her true form, her head crackling and spinning. Spider-like legs appear. Merlee says she's protected by a barrier, so attacks are useless. They must flee and find the real Merlee, who can use her magic to weaken her.

Go through the right door. Mimi will chase you, so if you stay in a room long enough, she'll appear, throwing Rubees. Going through the right door will lead you to Room 05, where you'll find Swoopers. On the right side, flip sideways with Slim and you'll drop down to a door. This door leads to Room 06, which has a Cursya. Flip to reach the top right door. This leads to Room 08, where there's an Ice Cherbil. Blow up the crack near the sign for a Shroom Shake. Go through the top right door to Room 07, which has a Boo. Blow up the crack in the upper right area and flip to go through it. There's a door in this tunnel, leading to Room 09. There are a couple of Shlurps here. Go through the top left door to an unnumbered room with an Atomic Boo. It has 10 HP and 2 attack. Use Boomer to defeat it. Use Tippi's power to reveal an invisible staircase in the middle of the room. Take them to the top right door.

This door leads to the basement's bathrooms. There's nothing of interest in the men's bathroom, other than some graffiti. In the women's bathroom, you'll find more graffiti and Merlee in the third stall from the left. A fly is buzzing around her. She says that she was too weak and Mimi too robust, so she hid the Pure Heart where Mimi would never look. She and the heroes should combine their powers to teach Mimi a lesson. Mimi doesn't think so, however. She appears, then transforms into Merlee. They both call each other fake and bump into each other. They ask the heroes to tell them apart, which starts up the 66th Annual "That's My Merlee" Show. The host says that the heroes get to ask five questions, then pick the real Merlee. Pick any questions you like: the answers don't matter. At the end, the fly starts buzzing around Merlee #1, the one hiding in the bathroom. Pick this one, and she'll says that no one could copy her. Mimi counters that she mimicked Merlee perfectly. She'll congratulate the heroes by tearing them apart. She assumes her true form and attacks. Merlee leaves the bathroom to cheer in safety.

Mimi has an unknown amount of HP and 1 attack power. Peach is good for this battle as she can hover and protect herself with her umbrella. Mimi will be throwing Rubees at you, as well as sending a wave of Rubees from the floor. Initially, you can't attack her while she is glowing. After a cheer from Merlee, you can start doing damage. Merlee's cheer is magical and destroys Mimi's invincibility barrier. Use Thoreau to pick up a Rubee and throw it at Mimi. This will stun her so you can jump on her. After a couple of jump attacks, a leg will fall off. She's finished when all of her legs have fallen off. Mimi says this is impossible and explodes, revealing her normal form. She says she's not beaten for good and the heroes won't be so lucky next time. She flips out of the mansion.

Merlee says they did a fine job. The tenants of the mansion guarded the Pure Heart for 1,500 years, waiting for the hero. Now, their duty is done and she's ecstatic. The Light Prognosticus says she and her ancestors waited by the Pure Heart, but there's something else not written in it. In another prophecy, it is written that a heart of chaos can only be beaten by four of mystery, united. Peach and Mario are the first two heroes and they must find the other two. The other two may be known to them. Merlee gives them the yellow Pure Heart.

End Of Chapter
Count Bleck's servant Mimi had laid a nasty trap for Mario and friends... But with the help of Merlee, faithful defender of the Pure Heart, the day was won. But who were the other two heroes mentioned by Merlee? With five Pure Hearts yet to be found, Mario knew this adventure had only begun...

Monday, August 11, 2014

Super Paper Mario -- Chapter 2-3: Breaking the Bank

Mario and friends kept up their search, delving ever deeper into the mansion. Wherever they looked, though, they found no sign of Merlee. Where was this mysterious woman? "Ah, maybe... this way..." So said Tippi, trying to sense the Pure Heart's location... With dread dangling like a broken chandelier, our heroes hurried through corridors...

In this part of the mansion, you'll find a vase on an item block. Tippi says it probably cost no more than 100 coins. Hit the block or try to jump on the item block and the vase will fall to the floor and break. Mimi runs into the room, saying they broke her favorite vase. She calls them doofuses and says she loved that vase more than anything. She will make them pay for it or they're done for. It costs 1 million Rubees. Tippi says they don't have Rubees and asks if they're similar to coins. Mimi calls them peasants, as no one uses coins anymore, according to her. If they don't have Rubees, they'll have to work off their debt and she now owns them. They can earn Rubees in the generator room on the top floor. They can pay off their debt in the room on the first floor, as well as check their debt balance.

Go upstairs and flip on the right side. Use Boomer on the brick blocks in the wall to find a chest with a Boo card. Use Peach to float to the left, flip, and follow the arrow to the left to a large chest. Someone asks if they know the secret. The funky Pixl music starts playing and a triangular Pixl appears. It's divided into three sections, which periodically flip around, and it talks like a cowboy. It knows the secret: if you close your eyes and imagine the world's gone, it's the biggest thrill ever. He senses that they're the heroes, but they're lacking in thrills. He can't lend his power to anyone lacking in thrills, so he'll recharge their thrill gauge in ten seconds. He counts, "One, two, three, five, four, seventeen, 3.14, 1 marzillion, ten!" He says that Pixls have loads of power, so the heroes must be careful with them. The Pixls had a dustup with the ancients 2,000 years ago, but they're partners now. The Pixl named Slim is now your pard. Slim allows you to turn sideways to avoid traps and enemies. You won't take damage as long as you're standing still. He says playing hide-and-seeks is the best thrill ever.

Now, what you're supposed to do is go up to the third floor, through the right door. This is the generator room, where you jump to hit a block to generate electricity, while avoiding the electrical sparks on the floor. It's a slow and tedious way to earn some Rubees. Get 100 of them by talking to the Ackbow, the guy dressed as a pharaoh, then go to the second floor. Go through the door near Slim's chest and talk to the prisoner near the door. For those 100 Rubees, he'll give you the passcode 5963, which opens up the treadmill room on the third floor, where you can earn Rubees much faster. Hop into the treadmill and hold either left or right for a long time. You'll need 10,000 Rubees. Take them to the into the room on the right and flip. There's one prisoner in 3D. Exchange the Rubees for a set of numbers he heard Mimi say in her sleep: 41262816. This is the real number you need, so if you want to save time, just get Slim, go to the third floor and flip. Walk to the left and you'll find a brick block with a ladder. Take it to the top floor, where you'll see electric beams moving back and forth. In 2D, use Slim to flip sideways. Approach the area with the electric beams, then stand still when they pass by you so you won't get hurt. Move while flipped sideways to the right. On the other side is a door. Enter the passcode 41262816 and you'll open up a vault with 1 million Rubees. Grab them all, go past the electric beams, and go to the room on the first floor.

Mimi is in this room, running Rubee Savings and Loan. She thanks the heroes for taking out the special Rubeee loan. Select the option to pay off your balance and she'll thank you for paying off the loan in... full... She's confused, saying this wasn't supposed to happen. Now that they've earned enough to pay off the debt in full, they've broken her wonderful curse. She floats up and yells, saying she'll get them, then explodes. The star appears on the other side of some bars. Tippi says that imp put a curse on the mansion and she wonders who she was. Tippi's more worried about Merlee, however. Flip into 3D, and while in 3D, flip sideways with Slim to pass between the bars to reach the star.

Sunday, August 10, 2014

Super Paper Mario -- Chapter 2-2: Tricks, Treats, Traps

On the far side of a beat-ridden swamp, Mario and Co. found an imposing residence. "This must be Merlee's Mansion!" squealed Princess Peach with glee. If our friends could only find the Pure Heart quickly, their quest here would end. But when has fate ever set Mario on such a simple path? Brimming with anticipation, our plucky heroes plunged into Merlee's Mansion...

The music outside Merlee's Mansion is a little creepy, and the atmosphere is no different. Flip to go behind the hedge on the left side for a coin block. On the right side, stand on the block and jump for an invisible brick block with a ladder. Climb to the top, then float left with Peach to the roof. The chest at the top has a Stopwatch. Flip to drop down to the balcony for a Cursya card. Drop down to the ground and go inside.

Inside are large creatures with sharp teeth. They are Gnips, Merlee's pets. They'll kick you out of the mansion if they catch you, but only to get you out of harm's way. Flip to avoid them. Go up past the crystal ball on the table and go behind the curtain. Flip to find the door. There's a Save Block here, as well as a maid. She welcomes them to the mansion and introduces herself as Mimi, or Mimikins. She says Merlee's on the second floor, in the farthest room. She warns them not to go into the other rooms. The room is on the far right. Hit the switch and bars cover the windows. Spikes appear on the ceiling and it starts to lower. Wait until the ceiling gets fairly close to the floor, then flip. You'll find the spikes only cover half the room in 3D. Get out of the way, then jump onto the ceiling. It will start to rise again. Go to the left side and you'll find a walkway. Get on the walkway and blow up the brick blocks to keep moving. You'll also have to flip into 3D to keep moving. Be careful, as the platform is narrow. On the far right side is a chest with a House Key. Drop down and leave the room.

Talk to Mimi again and she'll say Merlee's in the closest room on the second floor. Go back upstairs and go through the door on the left. There's a Mushroom dangling from a rope. Grab it and a trap door below opens. There's a Shlurp down there. Defeat it with Boomer for a red switch, then place Boomer on the switch. Run to the left. A pipe will appear briefly when Boomer activates the switch. It will take you back to the room with the trap door. Talk to Mimi again, who can't believe she's been so forgetful. She says Merlee's on the second floor in the middle room. You'll find many coins in the room. Flip at the top of the stairs for more. Run far enough to the right to set off yet another trap door. This room has Swoopers. Defeat them all for a red switch, which should be activated the same way. Mimi says to look anywhere at this point. Go through the left door on the first floor and you'll find Boos. To defeat them, jump on them when your back is turned to them, or use Boomer. This will make a red switch appear. Return and flip past Gnaw, the creature chained to the right door on the first floor. Unlock the door to free Gnaw and it will go after Mimi, chasing her around. Tippi wonders why it went after Mimi and not them. She says the mansion has many secrets. Go through the door to the star.

Saturday, August 9, 2014

Super Paper Mario -- Chapter 2-1: Bogging to Merlee's

With Princess Peach at his side, Mario set out once again, bound for adventure. This time, our heroes were tasked with finding the mysterious charmer, Merlee. If Merlon was right, then Merlee was the key to finding the next Pure Heart. Never one to flinch from danger, Mario set out to find Merlee's mysterious mansion. But little did he know, the evil works of dastardly Count Bleck awaited at every turn.

The sun is setting in Gloam Valley. Tippi says the Pure Heart is up ahead, but it may be a ways away. There are a lot of Koopas. Behind the short mound of land, flip for some coins. There are pools of water here with Cheep-Cheeps. You can use Peach to go over the water easily. Flip on solid ground after the first pool of water for flip blocks. Have Peach jump up and over the water to reach a pipe.

Go through the pipe and kill the Squiglets and Squig for a chest. It contains a Door Key. Return through the pipe and unlock the door below, which leads to an area with many windmills. You'll find some Pal Pills in an item block. If you collect the Pal Pills as Peach, they'll turn into 8-bit versions of her from the original Super Mario Bros. Many of the pipes here have Piranha Plants in them, so be careful. Use the flipping platforms, then jump and float to the left to a pipe. This leads to the background, where there's a blue switch. Hitting it makes a door appear. Return to the foreground and go through the door in the middle. There appears to be a prisoner there. Talk to him as Peach and he lets out a "Hot Girl Alert". He says they were fated to meet and she is his destiny. He asks her to go out with him. Peach says she must be somewhere else and he warns her not to go to Merlee's Mansion, as there are traps and bad things. She asks him to try to save her, like a certain mustachioed man used to do, if she doesn't come back. Return and go through the door on the far right.

The item block through the door has a Mega Star. At the end of the area is a Save Block and a door. Go through it and you'll find a Slow Flower in the item block near the water. Slow Flowers slow time and the music down and give triple points and coins. Around this time, I leveled up and my attack increased by 1. On the left side, stand on the blocks and flip to find flip blocks. Use them to reach the top tree, where there are lots of coins. You can also reach a pipe. Go through it to find an empty room. Tippi says there's something in the room. Use her power to find a switch in the middle of the room. You'll have to hit it without her making it visible, so memorize where it is and jump to hit it. It makes a pipe appear. The pipe leads to a room with a square, orange enemy called a Growmeba. It can multiply and fill the room. To defeat it, you must defeat the main one, which has circles in its "eye". You can either defeat it quickly, or let it multiply to get many points. If you can't jump on the main one, pick up and throw a clone. Once you do, a large chest will appear. Open it and funky music starts playing. Someone says, "SSS-BOOOOM!" It's a bomb-shaped Pixl, who's getting good vibes that are setting its blow-up-stuff sensors. It asks if the heroes if they like exploding. It hasn't sensed goo vibes in 1,500 years, so it must check them out more closely. It's got a couple of questions for you and you have to agree with every single one.
1. You stay up wondering if anyone ever gives presents TO Santa Claus. (Yes/ Totally)
2. For some reason, you clean your room before a test. (Absolutely/ Uh-huh)
3. Whenever someone says, "Let's just be friends", you think, "Yeah, whatever". (And how/No doubt)
4. You don't really understand why I'm asking you all these weird questions. (You got it/ Truer than true)
5. You think shopping online is a wonderful and magical experience. (All my life/ Right on)
You once put on a shirt inside out, but didn't bother reversing it before going out. (Year, I remember that/ All the time)
6. You wanna be sleepin' when you're awake, but when you're tired, you wanna wake up. (Exactly/ Always)
7. You're gettin' real tired of these questions. (You said it, not me/ Umm... yeah)
The Pixl says they have some tasty vibes and they are worthy of his power. Boomer joins the party. He can blow up foes and destroy blocks. Press (1) to set him down. You can either wait for him to explode or press (1) again to make him explode immediately. You can switch whichever Pixl is out on the Pixl menu. Use Boomer on the crack in the wall, then flip through the resulting hole. There's a chest in there with a Watchitt card.

Go back through the pipes. You'll find a Jawbus in the area and four doors above it. Blow up the brick blocks so you can reach them. Go through the middle left door and you'll find Shlurps, creatures with incredibly tough skin. No attack can defeat them from the outside. They'll eat anything and their insides are rather fragile. Place Boomer on the ground in front of them so he'll be eaten. He'll explode inside the Shlurp, defeating it. Flip and use Boomer on the floor where the brick blocks are so you can drop down. Flip for more coins, then drop down to where another Shlurp and the door are. Leave, then go through the left door. You'll find Spiny Goombas here. Blow up the floor on the left side to break the brick blocks, then drop down until you reach the switch. Hit it and the ground starts shaking. Exit through the door at the bottom and you'll find a new door on the far left, this time with a yellow border.

Go through the yellow door and flip. A large mansion looms in the background. You'll find a hole in the ground. Drop down it and open the chests for a Shlurp card and a Swooper card. You'll find Swoopers on the ceiling here. Spring back up and go to the right for the star.