The princesses have been relocated, so the bros have to chase after them. Go south to reach Doop Doop Dunes. A Toad near the Lakitu Info Center says to drop down the cliff, then go straight to reach Twinsy Tropics. Nabbit is at the base of the cliff. Try to talk to him and he burrows underground. Go near him and return to the surface to bring him back to the surface, along with the Dropchopper Bros. Attack. There are Spikes here. Go south, then southwest to reach the Toad Village. Going due south won't get you very far.
In the Toad Village, there's a pensive Toad. He says they know where Nabbit is, but they're not fast enough to catch him. Agree to help and you'll find Nabbit, who can create a temporary double of himself. You have four minutes to catch him. The double will flicker, so you can tell the difference. Catch him three times, each with more doubles, and you'll get the Bros. Attack Cannonball Chuck. Once you're done gearing up in the Village, go east. There is an oasis here. Try to go east and someone calls to you. It's the Paper Goomba from before, who gave the bros the Battle Cards. The bros don't recognize him. He wants to tag along on the journey to Bowser's Castle. Mario refuses. The Paper Goomba doesn't take "No" for an answer. He and Starlow argue about his presence. Things eventually calm down. Go east.
There's a warp pipe here. Use it to unlock it. Cross the other bridge and the ground starts shaking. Starlow thinks it's a papercraft initially, but she realizes the truth isn't much better. It's a ton of Chargin' Chucks. They'll initially charge at the bros in pairs. Jump to dodge and they'll hit each other, knocking off their helmets. They'll also throw footballs. Use the hammer to counter. After a while, they can summon more allies to help them, so clear them out quickly. If keeping all three bros alive proves difficult, it may be easiest to fight the battle with only Paper Mario. The Chargin' Chucks will only charge at you, which is easy to dodge with Paper Mario's floaty jump. Go south to Twinsy Tropics.
Tunnel under the cardboard platforms to get past them. Go east and Starlow notices some new paper terrain that could take them someplace new. I returned to Toad Village to find the Toad with the quiz and found a warp pipe here. Follow the path to the pipe that leads to the dungeon and the Paper Goomba will confirm you're headed in the right direction. From the dungeon, the bros can sneak through the back door of Bowser's Castle. Inside the dungeon, he says they need a red medallion. The bros show it off and he wants to take a closer look at it. He then shouts out that they're in the dungeon. Two Fire Bros appear, noticing the medallion for the gate to the castle. They're happy to have it back, as the bros could do some serious damage with it. Starlow states the obvious, calling the Paper Goomba a backstabber. He prefers to think of himself as a master strategist. His goal was Bowser's forgiveness. He thinks a promotion is possible. He leaves and Starlow says they have to get the medallion back.
The bros have to find the enemy with the medallion. Defeat Fire Bros for hints. The hints you're given are random. Stay healed. When you find the Fire Bro, defeat it and it'll surrender the medallion. Starlow tracks down the Paper Goomba, saying he'll pay for double-crossing them. He runs off and she chases, but the bros just want to deal with Bowser.
Showing posts with label Chargin' Chuck. Show all posts
Showing posts with label Chargin' Chuck. Show all posts
Thursday, February 4, 2016
Monday, March 23, 2015
Captain Toad: Treasure Tracker -- Episode 3-17. Fright Train Flight
Toadette finds herself on the caboose of a train. When you start moving around, a large group of Mud Troopers will appear. Go through the doorway in the car to the other side. Climb up the ladder and you'll find a Chargin' Chuck and the first gem. Lure the Chargin' Chuck off the roof and have him destroy the Mud Troopers. Keep moving and frequently change directions, as it can outrun you on long straightaways. Once all of the Mud Troopers are gone, move forward to the next car with the Chargin' Chuck. The handle on the next car will uncouple the cars. Do so if you like. On this car, there are some bricks between this and the car ahead. There are also some crates. On the other side of them, you'll find a Flaptor, the second gem, and a Mud Trooper. Use the Flaptor to defeat the Mud Trooper. There are other Mud Troopers on this car, some on the other side of the bricks. Use the Chargin' Chuck to break through them and reach the next car, which you can uncouple. This car is flooded with Mud Troopers. Lead the Chargin' Chuck around to defeat them. You can also pick turnips on this car to clear a path for yourself. At the front of the car are two ladders. One is blocked off by bricks. Use the Chargin' Chuck to destroy them. Climb up this ladder for the third gem. The other ladder leads to the handle that will uncouple this car from the engine. Drop down and you'll find more Flaptors and Mud Troopers. Use the Flaptors to defeat the Mud Troopers. Inside the engine room, you'll find Blue Toad with a Mushroom for you. Pull the handle for a 1-up Mushroom. Climb up the ladder to the front of the engine and you'll find another Flaptor and Mud Trooper. Walk around and climb the ladder to the top of the engine, where there are two Flaptors and several Mud Troopers. It will be a little challenging to defeat them, especially as they will crowd the ladder. Lure them to the other side so you can climb the ladder. Once all of them are defeated, drop down the ladder on the other side to the Star.
Special Challenge: Defeat all of the Mud Troopers.
Special Challenge: Defeat all of the Mud Troopers.
Friday, February 20, 2015
Captain Toad: Treasure Tracker -- Episode 2-4. Sinister Street Signs
Toadette finds herself on the roof of a building. There are signs floating in the air. Approach the edge of the roof and you'll see the footlights appear. The first gem is by a sign. Walk to the other roof and hit the P-Switch to make a cage with the second gem. Walk around to get it. Follow the footlight around to the floating P-Switch. This will turn the footlight into a slide to the Star. Before you get the Star, drop down to the ground. When you do, Mud Troopers will appear and slowly chase you. You can shine your flashlight on them to make them temporarily disappear, but you can also lure the Chargin' Chucks around to clear them out. Have the Chargin Chucks break the brick blocks so you can reach the Star. Walk around the building you started on to find a ramp back up to the roof. Follow the footlight again and slide to reach the Star.
Special Challenge: Defeat all Mud Troopers.
Special Challenge: Defeat all Mud Troopers.
Tuesday, February 17, 2015
Captain Toad: Treasure Tracker -- Episode 2-1. Chute Scoot Slope
Episode 2 starts out like Episode 1. Walk up to Toadette and walk to the Star with her. A feather will appear and Wingo takes the Star. This time, Captain Toad holds onto the Star, leaving Toadette to save him.
This course is full of slides. Climb up the ladder to the first slide and spin the gear while avoiding the Flaptor. You can slide behind the level to a Chargin' Chuck with some coins. Climb up the ladder, then spin the gear so the slide leads to another slide. Go back down the ladder and down the short red slide. Go past the Flaptor and around the corner, where you'll find the first gem in an alcove. Go back to the slide with the gear and slide down to the second gem, then slide down the rest of the slide. There's a Chargin' Chuck at the bottom of the slide and some bricks. There's a plant with a Mushroom surrounded by the bricks, which the Chargin' Chuck can break. Go up the ladder, past a Shy Guy, then up another ladder and cross the yellow bridge. There's a yellow slide on the other side with coins under it. Slide down the yellow slide and stay on the left side for the third gem. At the bottom of the slide is the Star and a Chargin' Chuck.
Special Challenge: Collect the Gold Mushroom.
The Gold Mushroom is on one of the dirt walls near the Star. To reach it, stand on the wooden planks by the ladder of the yellow slide and drop down.
This course is full of slides. Climb up the ladder to the first slide and spin the gear while avoiding the Flaptor. You can slide behind the level to a Chargin' Chuck with some coins. Climb up the ladder, then spin the gear so the slide leads to another slide. Go back down the ladder and down the short red slide. Go past the Flaptor and around the corner, where you'll find the first gem in an alcove. Go back to the slide with the gear and slide down to the second gem, then slide down the rest of the slide. There's a Chargin' Chuck at the bottom of the slide and some bricks. There's a plant with a Mushroom surrounded by the bricks, which the Chargin' Chuck can break. Go up the ladder, past a Shy Guy, then up another ladder and cross the yellow bridge. There's a yellow slide on the other side with coins under it. Slide down the yellow slide and stay on the left side for the third gem. At the bottom of the slide is the Star and a Chargin' Chuck.
Special Challenge: Collect the Gold Mushroom.
The Gold Mushroom is on one of the dirt walls near the Star. To reach it, stand on the wooden planks by the ladder of the yellow slide and drop down.
Tuesday, May 6, 2014
Super Mario 3D World: Crown-Crown -- Champion's Road
This is one of the most difficult levels in the game. There are no powerups or midpoints, so you have to bring all of your powerups with you and start the level over every time you die. Playing with others can help, especially because you can hold more items in reserve. For this level, you'll want to be wearing a Tanooki Suit with a Cat Suit (either Super Bell or Lucky Bell will work) in reserve. Peach and Luigi can be very useful here with their extended jumps.
The Gusty Garden music plays here. You'll start off on crystal blocks. Some of the crystal blocks move and have Octoombas on them. Cross the gaps between the blocks, then go through the clear pipe. This will take you to an area with three Fire Bros. You can ignore them or defeat them. At the top of the stairs with the Fire Bros. are a set of narrow crystal blocks. Stand on one to make a Chargin' Chuck charge at you. Stomp it, ground pound it, or run away. You can run over the crystal blocks without jumping. There are more narrow crystal blocks ahead. Stand on one to make three Chargin' Chucks charge. Run on the set of narrow blocks farther from the wall and jump over the Chargin' Chuck at the end. There is a warp box here.
The warp box takes you to an area with Beat Blocks moving in double time. This is where the Tanooki Suit really comes in handy. To deal with the Beat Blocks, remember to jump normally to a Beat Block of a different color than the one you're standing on, but jump and hover with the Tanooki Suit when jumping to a Beat Block of the same color you're standing on. For the first group of Beat Blocks, I recommend walking onto the first blue set as soon as they appear, jump and hover while moving forward, then land when it comes back. Jump immediate to the pink set, then to the next blue set. Jump and hover to solid ground, or land back on the blue set if you need to. The next set forms a set of stairs, but they do not form sequential steps. Line yourself up on the right side, wait for the blue set to appear, then jump straight ahead and land on the sole pink block on the second set of steps. Immediately jump to the blue set, then the lower blocks of the pink set. Jump from the lower blocks of the pink set and hover over the higher block. Land, then run and jump, then hover to solid ground, ignoring the blue blocks to the side. The final group of Beat Blocks form stairs. In order, it goes: blue, pink, blue, pink, pink, blue, blue. Jump up the first four quickly, then jump and hover over the higher pink block in the set of two. Do the same for the set of two blue Beat Blocks. At the top of the stairs is the first Green Star. Use the clear pipe as a cannon and launch.
You'll land in an area with four fire bars and three Magikoopas. You must defeat all three Magikoopas to make the warp box appear. To make things difficult, each tile of the floor you stand on will start sinking and disappear. It will reappear fairly quickly. When you land, the Magikoopas will fire at you, so jump out of the way to avoid taking damage. Try to defeat the Magikoopas quickly and avoid the fire bars. Warp to the next area.
The next area has spike bars as swinging pendulums and Fuzzies. Past the first spike bar is a Potted Piranha Plant. Jump to it and pick it up. It will make dealing with the Fuzzies easier. If you still have the Tanooki Suit, get a little running start, grab the Potted Piranha Plant, then jump and hover to the next set of pendulums. Stand on the narrow ledge between them, then run into the path of the back pendulum, then run and jump to the area with many Fuzzies. The Potted Piranha Plant will eat them. If all Fuzzies on this platform are defeated, many coins will appear. Next are two more pendulums over moving yellow platforms. Stand on the yellow platforms when they are close and the pendulum is swinging away. Jump, then land on the platforms when they meet in the middle, then jump over the last pendulum towards the warp box. Grab the second Green Star (the Potted Piranha Plant will get it for you if you're still holding onto it). Warp to the next area.
Here's where the Cat Suit comes in handy. It's best if you still have the Tanooki Suit at this point. First, you'll have to spring from a springboard onto the wall in front of you. There are many Spiked Ant Troopers walking down the side walls. After you spring onto the wall, run up it as far as you can go, then wall jump to one side and run up higher. Keep wall jumping and bouncing off ants until you reach the top. Without the Cat Suit, you'll have to wall jump and bounce off ants unaided. Ahead is another springboard. The wall you will spring two has four Piranha Creepers on it. Center yourself, then spring up and run as high as you can. You should be able to run past the third Piranha Creeper. Run over it, then slide down on it to bounce. Continue running up the wall and jump to reach it if you have to. Without the Cat Suit, you'll have to spring, then bounce from Piranha Creeper to Piranha Creeper. At the top is a block of water and many spike blocks. Get into the water block and it will start moving to the right. Swim with it. On the back wall are two colors. Gold areas mark where most of the spike blocks are or where they can move. The white areas mark what is mostly safe. Swim to the right until the water block reaches the end of the wall, then quickly swim up and to the left. You'll have to drop down at points to deal with the maze. At the end is a clear pipe cannon, periodically blocked off by a moving red spike block. When the path is clear, you may want to ground pound in the water while over the pipe so you can reach it before the spike block returns. Launch to the next area.
Aside from where you land, the next part is completely made up of boost pads. The Tanooki Suit is especially useful here. Making your life difficult are the numerous lasers in the area. The first set of them fire square lasers and the second set fire circles. When you start, you'll run forward, left, then forward. You'll then have to jump across the gaps to more boost pads. The Tanooki Suit will allow you to hover and slow down, so you can avoid taking damage from the lasers. The boost pads will initially give you two spaces to move forward on, then one. Once you pass those boost pads, the lasers will fire circles and will be closer together. Run to the left to find the third Green Star and the next challenge. The boost pads are arranged in a square with four lasers. There are five Key Coins to collect: one in the middle and two on each side. They can be very tricky to get. The Tanooki Suit will allow you to slow down and hover over the lasers and line yourself up to collect the Key Coins. If playing alone, I recommend getting the Key Coins on one side first, running back up the middle (towards the screen), then getting the other two on the other side. If playing multiplayer, you can try to have everyone go for a set of Key Coins, have one player collect the Key Coins while the others are in bubbles, who can drop in in case the player collecting Key Coins falls off or dies, or have one person collect the Key Coins will the others stand on the lasers to stop them. This will unlock the warp box in the back. Carefully aim for the warp box.
The warp box will take you to a set of clear pipes. You can relax now: the hard part is over and you don't need powerups. All you need to do is not fall off the level. Enter the clear pipe and it lights up like a neon sign. Follow the path to the right and more of the pipe will light up, revealing the message "THANK YOU!!" There is a warp box at the end.
The warp box takes you to the flagpole. Many friends are gathered here, including Sprixies, Captain Toad, with a few piles of coins, some bunnies and Plessie. Slide down the slide and grab the coins. The stamp is on the second step of the stairs. The top of the flagpole is easy to reach. Congratulations, you're done!
The stamp is of Cat Mario holding a coin.
You may notice that you're missing a few stamps. The last stamps you need can be obtained from completing every level with each character (as in, complete all levels as Mario to get the Mario stamp. The stamps will be each character's portrait from the Character Select menu. To see which levels you completed with which character, go to the map using the (-) button and check the level completion.
Even though I ultimately completed the level by myself, several individuals helped me try to beat it. Thanks to Derek, Tony, John, and Tareq! I really appreciate the help!
And with that, we complete Super Mario 3D World. It was a fun game and those last two levels were especially challenging. I highly recommend this game. Stay tuned to see what I play next!
The Gusty Garden music plays here. You'll start off on crystal blocks. Some of the crystal blocks move and have Octoombas on them. Cross the gaps between the blocks, then go through the clear pipe. This will take you to an area with three Fire Bros. You can ignore them or defeat them. At the top of the stairs with the Fire Bros. are a set of narrow crystal blocks. Stand on one to make a Chargin' Chuck charge at you. Stomp it, ground pound it, or run away. You can run over the crystal blocks without jumping. There are more narrow crystal blocks ahead. Stand on one to make three Chargin' Chucks charge. Run on the set of narrow blocks farther from the wall and jump over the Chargin' Chuck at the end. There is a warp box here.
The warp box takes you to an area with Beat Blocks moving in double time. This is where the Tanooki Suit really comes in handy. To deal with the Beat Blocks, remember to jump normally to a Beat Block of a different color than the one you're standing on, but jump and hover with the Tanooki Suit when jumping to a Beat Block of the same color you're standing on. For the first group of Beat Blocks, I recommend walking onto the first blue set as soon as they appear, jump and hover while moving forward, then land when it comes back. Jump immediate to the pink set, then to the next blue set. Jump and hover to solid ground, or land back on the blue set if you need to. The next set forms a set of stairs, but they do not form sequential steps. Line yourself up on the right side, wait for the blue set to appear, then jump straight ahead and land on the sole pink block on the second set of steps. Immediately jump to the blue set, then the lower blocks of the pink set. Jump from the lower blocks of the pink set and hover over the higher block. Land, then run and jump, then hover to solid ground, ignoring the blue blocks to the side. The final group of Beat Blocks form stairs. In order, it goes: blue, pink, blue, pink, pink, blue, blue. Jump up the first four quickly, then jump and hover over the higher pink block in the set of two. Do the same for the set of two blue Beat Blocks. At the top of the stairs is the first Green Star. Use the clear pipe as a cannon and launch.
You'll land in an area with four fire bars and three Magikoopas. You must defeat all three Magikoopas to make the warp box appear. To make things difficult, each tile of the floor you stand on will start sinking and disappear. It will reappear fairly quickly. When you land, the Magikoopas will fire at you, so jump out of the way to avoid taking damage. Try to defeat the Magikoopas quickly and avoid the fire bars. Warp to the next area.
The next area has spike bars as swinging pendulums and Fuzzies. Past the first spike bar is a Potted Piranha Plant. Jump to it and pick it up. It will make dealing with the Fuzzies easier. If you still have the Tanooki Suit, get a little running start, grab the Potted Piranha Plant, then jump and hover to the next set of pendulums. Stand on the narrow ledge between them, then run into the path of the back pendulum, then run and jump to the area with many Fuzzies. The Potted Piranha Plant will eat them. If all Fuzzies on this platform are defeated, many coins will appear. Next are two more pendulums over moving yellow platforms. Stand on the yellow platforms when they are close and the pendulum is swinging away. Jump, then land on the platforms when they meet in the middle, then jump over the last pendulum towards the warp box. Grab the second Green Star (the Potted Piranha Plant will get it for you if you're still holding onto it). Warp to the next area.
Here's where the Cat Suit comes in handy. It's best if you still have the Tanooki Suit at this point. First, you'll have to spring from a springboard onto the wall in front of you. There are many Spiked Ant Troopers walking down the side walls. After you spring onto the wall, run up it as far as you can go, then wall jump to one side and run up higher. Keep wall jumping and bouncing off ants until you reach the top. Without the Cat Suit, you'll have to wall jump and bounce off ants unaided. Ahead is another springboard. The wall you will spring two has four Piranha Creepers on it. Center yourself, then spring up and run as high as you can. You should be able to run past the third Piranha Creeper. Run over it, then slide down on it to bounce. Continue running up the wall and jump to reach it if you have to. Without the Cat Suit, you'll have to spring, then bounce from Piranha Creeper to Piranha Creeper. At the top is a block of water and many spike blocks. Get into the water block and it will start moving to the right. Swim with it. On the back wall are two colors. Gold areas mark where most of the spike blocks are or where they can move. The white areas mark what is mostly safe. Swim to the right until the water block reaches the end of the wall, then quickly swim up and to the left. You'll have to drop down at points to deal with the maze. At the end is a clear pipe cannon, periodically blocked off by a moving red spike block. When the path is clear, you may want to ground pound in the water while over the pipe so you can reach it before the spike block returns. Launch to the next area.
Aside from where you land, the next part is completely made up of boost pads. The Tanooki Suit is especially useful here. Making your life difficult are the numerous lasers in the area. The first set of them fire square lasers and the second set fire circles. When you start, you'll run forward, left, then forward. You'll then have to jump across the gaps to more boost pads. The Tanooki Suit will allow you to hover and slow down, so you can avoid taking damage from the lasers. The boost pads will initially give you two spaces to move forward on, then one. Once you pass those boost pads, the lasers will fire circles and will be closer together. Run to the left to find the third Green Star and the next challenge. The boost pads are arranged in a square with four lasers. There are five Key Coins to collect: one in the middle and two on each side. They can be very tricky to get. The Tanooki Suit will allow you to slow down and hover over the lasers and line yourself up to collect the Key Coins. If playing alone, I recommend getting the Key Coins on one side first, running back up the middle (towards the screen), then getting the other two on the other side. If playing multiplayer, you can try to have everyone go for a set of Key Coins, have one player collect the Key Coins while the others are in bubbles, who can drop in in case the player collecting Key Coins falls off or dies, or have one person collect the Key Coins will the others stand on the lasers to stop them. This will unlock the warp box in the back. Carefully aim for the warp box.
The warp box will take you to a set of clear pipes. You can relax now: the hard part is over and you don't need powerups. All you need to do is not fall off the level. Enter the clear pipe and it lights up like a neon sign. Follow the path to the right and more of the pipe will light up, revealing the message "THANK YOU!!" There is a warp box at the end.
The warp box takes you to the flagpole. Many friends are gathered here, including Sprixies, Captain Toad, with a few piles of coins, some bunnies and Plessie. Slide down the slide and grab the coins. The stamp is on the second step of the stairs. The top of the flagpole is easy to reach. Congratulations, you're done!
The stamp is of Cat Mario holding a coin.
You may notice that you're missing a few stamps. The last stamps you need can be obtained from completing every level with each character (as in, complete all levels as Mario to get the Mario stamp. The stamps will be each character's portrait from the Character Select menu. To see which levels you completed with which character, go to the map using the (-) button and check the level completion.
Even though I ultimately completed the level by myself, several individuals helped me try to beat it. Thanks to Derek, Tony, John, and Tareq! I really appreciate the help!
And with that, we complete Super Mario 3D World. It was a fun game and those last two levels were especially challenging. I highly recommend this game. Stay tuned to see what I play next!
Wednesday, April 2, 2014
Super Mario 3D World: Mushroom- Mystery House -- Mystery House Brawl
There are ten Green Stars to collect from this Mystery House. You'll have to defeat all the enemies and collect the Green Star within 10 seconds. In order, they are:
- 3 Chargin Chucks
- 3 Snow Pokeys
- 2 Flopters
- 3 Boomerang Bros
- 1 invisible Moneybag
- 3 stacks of Goombas
- 3 Fizzlits
- 3 Magikoopas
- 3 Piranha Creepers (ground pound them)
- 3 Hammer Bros
Tuesday, March 25, 2014
Super Mario 3D World: Star-5 -- Super Block Land
The level is filled with giant blocks. There's a Tanooki Suit in one of the item blocks. Just to the right of the giant brick blocks, on the right side of the tall wall, is an invisible block with a Mega Mushroom. You'll have to use a Bob-omb to clear the giant brick blocks in the way. This makes clearing the path ahead a little easier, since there are several Chargin' Chucks. It also makes getting the stamp easier. Go all the way to the right and you'll find a lone brick block in the lower right corner. Destroy it with the Mega Mushroom, or ground pound it for a while as long as you're not small. The stamp is in the alcove behind it. Nearby are four giant item blocks. Pound them to form a path to a Mystery Box. Inside, pound the right giant item block to reach the first Green Star. The warp box is to the right.
Slide down to the midpoint, behind the POW Block. Use a Bob-omb to destroy the brick blocks in the ground to reveal a springboard. Up ahead and to the left is a gray brick. Use a Bob-omb to destroy it for the second Green Star. On solid ground, you'll find Key Coins and more Chargin' Chucks. Most of the Key Coins are visible and easy to reach. One is under some brick blocks near the back wall. Use a Bob-omb to reach it. Go to the far right and destroy the large brick block. Pound the giant item block to reach the third Green Star. The unlocked warp box will take you to the flagpole. Giant item blocks will form a path to the flagpole when ground pounded.
The stamp is of Tanooki Luigi.
Slide down to the midpoint, behind the POW Block. Use a Bob-omb to destroy the brick blocks in the ground to reveal a springboard. Up ahead and to the left is a gray brick. Use a Bob-omb to destroy it for the second Green Star. On solid ground, you'll find Key Coins and more Chargin' Chucks. Most of the Key Coins are visible and easy to reach. One is under some brick blocks near the back wall. Use a Bob-omb to reach it. Go to the far right and destroy the large brick block. Pound the giant item block to reach the third Green Star. The unlocked warp box will take you to the flagpole. Giant item blocks will form a path to the flagpole when ground pounded.
The stamp is of Tanooki Luigi.
Tuesday, February 18, 2014
Super Mario 3D World: 5- Castle -- King Ka-Thunk's Castle
In this castle, there are many spikes bars formed into squares. They'll flip around in a set path. Be careful when jumping over or through them. Grab a Super Bell and deal with the Chargin' Chucks ahead. There are some platforms that swing back and forth. Trigger the Green Ring and collect the Green Coins on these platforms for the first Green Star. Up ahead is a warp box that takes you tot he midpoint.
Here the square spike bars roll on their sides from the walls. Avoid a few of them by climbing the wall, which is where the stamp is. Drop back down because one of the later square spike bars has the second Green Star. If it rolls off the edge, wait a little while and it will come back. There's a Chargin' Chuck in the area. Ahead, the square spike bars will fall towards you, on top of the springboards. Jump carefully. At the end is a warp box. Before you go through it, climb up the wall to find an alcove with the third Green Star.
The warp box takes you to King Ka-Thunk, a square enemy that moves around using a square spike bar. He'll try to hit you by falling over or running into you with the spikes. When he falls face first, stomp the X on his back. After a hit, he'll make two corners of the arena disappear. After the second hit, he'll make the other two disappear. Three hits will defeat him. The warp box to the flag appears. Free the purple Sprixie Princess. She'll use a wrench to build a clear pipe to World 6.
The stamp is of a Chargin' Chuck.
Here the square spike bars roll on their sides from the walls. Avoid a few of them by climbing the wall, which is where the stamp is. Drop back down because one of the later square spike bars has the second Green Star. If it rolls off the edge, wait a little while and it will come back. There's a Chargin' Chuck in the area. Ahead, the square spike bars will fall towards you, on top of the springboards. Jump carefully. At the end is a warp box. Before you go through it, climb up the wall to find an alcove with the third Green Star.
The warp box takes you to King Ka-Thunk, a square enemy that moves around using a square spike bar. He'll try to hit you by falling over or running into you with the spikes. When he falls face first, stomp the X on his back. After a hit, he'll make two corners of the arena disappear. After the second hit, he'll make the other two disappear. Three hits will defeat him. The warp box to the flag appears. Free the purple Sprixie Princess. She'll use a wrench to build a clear pipe to World 6.
The stamp is of a Chargin' Chuck.
Thursday, February 13, 2014
Super Mario 3D World: 5-A -- Chargin' Chuck Blockade Is Back
This time, you have to deal with five Chargin' Chucks. Ground pound them to defeat them more quickly. Defeating them makes a Green Star appear.
Labels:
Chargin' Chuck,
Green Star,
Super Mario 3D World
Saturday, January 11, 2014
Super Mario 3D World: World 1-A -- Chargin' Chuck Blockade
This is the first of the enemy stages which will pit you against giant versions of some enemies. Defeat them for coins and a Green Star. The platform you're standing on is surrounded by lava, so be careful, and take advantage of this. You can stomp the two Chargin' Chucks to defeat them. Grab the Green Star and keep going.
Labels:
Chargin' Chuck,
Green Star,
Lava,
Super Mario 3D World
Subscribe to:
Posts (Atom)