Showing posts with label Duplighost. Show all posts
Showing posts with label Duplighost. Show all posts

Monday, June 30, 2014

Paper Mario: The Thousand-Year Door -- Chapter 4: For Pigs The Bell Tolls -- Part 2

Mario has just defeated the Duplighost with the unknown name in Creepy Steeple. His partner expected more from the Duplighost. They leave, but are not followed. Press (A) and the shadow jumps up. You're now controlling the shadow, which is Mario's current form. Drop down the hole.

The Shadow Sirens have arrived in Twilight Town. Beldam says they'll succeed in getting the map because they have the Superbombomb. She asks Vivian for it, but Vivian claims that it was too important, so Beldam should have it. Beldam asks if Vivian is implying that she lost it. Vivian denies it and is tasked with finding it. Marilyn and Beldam leave.

The shadow that is Mario is leaving Creepy Steeple. You can still battle as you normally would. When you approach Twilight Town, the Duplighost disguised as Mario appears. He likes Mario's name and body and plans on keeping them. Mario's pretty popular in the town. He can change his shape easily, but to really be someone, he has to take their name and body. Mario has become a shadow and can't use his name anymore. His plans are to erase Mario, but will give him a chance to get his name and body back. All he has to do is guess the Duplighost's name. Try to input an answer and you'll notice the lowercase "p" is missing. Input any name you like and it will be incorrect (it's case sensitive). An incorrect answer means you'll have to battle. Even though he says not to run away, run away immediately. You're both invincible, so the battle is pointless. You won't lose any coins. He'll be disappointed when you run away.

In Twilight Town, the residents are back to normal. They like Mario for breaking the curse. Go into the item shop and you'll discover that the pig the shopkeeper let in wasn't her husband, but Dupree. He's failing miserably at trying to explain the situation. Go west and you'll see Vivian crying. Go into the mayor's house, where the Duplighost and Mario's partners are having a feast. His party members notice that something is different about Mario. Goombella says that he's way more chatty than usual and Yoshi says he's acting like a loon.

Go outside and talk to Vivian. Vivian explains the need to find the important thing to avoid punishment. Check the west shrubs to find it. It looks like a grenade. Give it to Vivian, who is thankful, but says it's broken. It probably happened when Beldam dropped it. Cheer her up and it disappears. Vivian asks Mario's name, but he explains his name was stolen. Vivian calls the situation crazy and they talk for a while. Vivian thinks Mario has worse problems, and calls him kind for worrying enough to help. Vivian doesn't want to stay with Beldam and Marilyn anymore and will help Mario get back his name, body, and friends by joining the party. Press (X) and Vivian will pull Mario into the shadows where they can hide. Press (X) to reemerge. Shade Fist can burn enemies in battle and Veil allows them to hide in the shadows in battle to dodge attacks.

Vivian says they must find the Duplighost's name first and suggests eavesdropping on the birds while in the shadows. Birds pretend to be innocent when people are around, but they're well-informed by eavesdropping and flying around. Approach the trees and press (X), and the birds will start talking. Some of them are worried about fossil fuels and renewable energy, one got fiber optics installed in its home network so it can download applications without any problems, one is complaining how mundane life in Twilight Town is, another bird's children are taking the SATs, and, on the east side of town in the east tree, the birds say that the Mario hanging around the mayor is the bad guy. The only soul who knows the bad guy's name is locked under Creepy Steeple. Apparently, as long as no one knows your name, you can use unstoppable magic. If someone says your real name, the magic stops working. Go east.

The fake Mario appears again and Vivian notes that he looks familiar. Input a name and run from the battle. When you reach Creepy Steeple, go down the well and go east. Push the door on the right up partway, then hide in the shadows to let it pass over you. At the top of the slope is a Shine Sprite and a Save Block. Roll to the right, then up some steps. At the top is a wooden panel. Ground pound it and drop down to the hallway behind the hallway where the box of Boos was. Roll to the west and you'll drop down into a room with a parrot and some chests. There's a Power Plus badge and a Mr. Softener in the chests. The parrot says some basic parrot phrases. Hide in the shadows and it will say it was almost nice to have some company, since it was locked in here. The parrot knows the Duplighost's name and guards the missing letter. It says that this is no way to treat a parrot. It wants a cracker and calls Doopliss a big meanie. Emerge from the shadows and it freaks out. It goes back to acting like an ordinary parrot, this time saying "Shine Get!" Open the boxes to the left to get the letter "p" and the Steeple Key. The key allows you to leave the room. Go east. Vivian is ready to teach Doopliss a lesson.

Go back outside of town and input the Duplighost's name. Doopliss freaks out and starts feeling faint. He runs away past them. Return to the top of the steeple. He wants to put an end to this and Mario's partners are ready to fight, especially against a shadow that's teaming up with a Shadow Siren. Hearing this, Vivian figures out that the shadow is really Mario and leaves. The battle stars. It's the same as before, but the partners will also attack. You can attack them as well. If you defeat them, the others will appear in the order you met them. Be sure you can guard against their attacks. After a short while, Vivian apologizes to Beldam for joining Mario's party permanently. Mario was the only one who was kind. Use attacks like Power Bounce and Shade Fist to defeat Doopliss. The partner freaks out when he's defeated and you'll get around 20 SP. Once Doopliss is defeat and the illusion is gone, Mario turns back to normal and the ruby Crystal Star appears. Doopliss calls them "killjoys" and jumps out the window. The partners figure out that the Mario they were hanging around wasn't real. Koops says they might have been "shellwinked". Yoshi wants to know why Vivian is on the team and Mario sticks up for the Shadow Siren. Vivian officially joins the party and gives Mario the Crystal Star, which increases his Star Energy and gives him the new special move, Art Attack.

End of Chapter
Mario defeated the rogue who had stolen his name and appearance. Now Mario has four Crystal Stars. That leaves a mere three more to find! And THAT means his quest to collect all of the Crystal Stars is more than half over! Now Mario heads off toward his next adventure with his new friend, Vivian... ...But what about Beldam and Marilyn? And what became of the doppleganger, Doopliss?

Back in Twilight Town, Beldam and Marilyn are waiting. Beldam says Vivian is very late. Doopliss runs by.

Sunday, June 29, 2014

Paper Mario: The Thousand-Year Door -- Chapter 4: For Pigs The Bell Tolls -- Part 1

Twilight Town is a dimly lit, depressing town, with creepy music. A resident walks up to greet Mario, saying it's been a while since anyone came from outside. He notices Mario might be an adventurer, which may make this a bad or the perfect time for him. The resident is about to tell Mario a scary tale when a bell rings. The resident panics and turns into a pig. The mayor of the town appears and takes Mario into his house. He says the town is cursed by a creature who lives in Creepy Steeple in the forest. The curse is that when the bell tolls, a resident becomes a pig. None of them can sleep and the village will become a pigpen before long. The mayor implores Mario to leave before the curse hits him. Mario's partner asks about the Crystal Star. The mayor doesn't know about the Crystal Star, but knows of a glittery, red, star-shaped stone in Creepy Steeple. The mayor says Mario shouldn't go there.

Go outside and you'll find a Star Piece between the two left houses. There's also one in the shrub near the tree. There are many crows in the trees, but all they say is "Caw". Go east and you'll find a Star Piece behind the fence near the tree. In the left house is a woman with three children. They are hungry, but her husband turned into a pig, so she can't feed them. Give her a food item in exchange for a Shooting Star. The bell will toll and she'll turn into a pig. In the item shop, someone is crying. Go inside and you'll find the shopkeeper and a pig. The shop isn't open. Her husband turned into a pig and she wants him back to normal. She'd offer him the items in the storeroom, except it is locked and her husband had the key and probably lost it. Go to the gate and you'll learn that you need the mayor's permission to leave. The bell will then toll. Go back to the mayor's house and you'll find he's turned into a pig. Now Mario can't get permission to leave. The bell will toll again. Go to the gatekeeper, who is also now a pig. There is nothing stopping Mario from leaving town. Go east.

There's an empty shack just outside of town. Check inside it for a Black Key. You'll find new enemies here: Hyper Goombas of all varieties. They all have 8 HP and 2 attack. They can charge up their next attack. Regular Goombas and Paragoombas get 8 attack power when charged, and Spiky Goombas get 9. Up ahead, you'll see a pig and a fallen tree. On the other side is a key, but you can't get past the tree. Have Koops retrieve the Shop Key and use it to unlock the storeroom. There are some items here and a Black Chest. The regular chest contains the Defend Plus Badge. There's also a Life Shroom, as well as a Boo's Sheet, and a Jammin' Jelly. Check out the Black Chest and it claims to not be like the others, saying it won't curse you. It wants out and says it planned on giving Mario a new ability to go special places. It begs for Mario to unlock the chest. Unlock it and it calls them fools. It asked what did he expect. It will unleash the king of curses, one that will make you know the pain of having one's body roll up so that they can't walk. Hold [R] and rotate the Control Stick repeatedly to roll up like a cardboard tube. Press (B) to return to normal. Use this new curse to get past the fallen tree.

On the other side of the fallen tree is a Star Piece. On the right side is a large straw hut. Have Flurrie remove it to reveal a pipe. The pipe takes you to the background. Walk to the left into the forest. In the forest, you'll find many Crayzee Dayzees. They have 7 HP and 2 attack. Their lullaby will put you to sleep unless you guard, which is tricky. Guard right at the end of the lullaby. They will run away when their HP is low. Flip sideways to slip between some plants to reach the back path. Walk to the right for an Earth Quake in an item block. Go to the left and you'll find the Hammer Throw badge in an item block. You'll also find Hyper Clefts. They have 4 HP, 3 attack, and 3 defense. They can charge their attack power to 9. You can defeat them by superguarding, using items, Gulp, and Earth Tremor. It can also be advisable to run away. At the end of the path to the left is a tree. Use Flurrie to reveal a hole in the tree. Go through the hole into the background. Walk to the right to enter another part of the forest. There is a clearing ahead. Use Flurrie's power on the clearing to reveal a wooden panel on the ground. Ground pound the panel and drop down the hole to reach the background. Push the rock in the background to the right to move the rock in the foreground. This will reveal another hole in the foreground. Go back through the hole and go through the newly-revealed hole to reach the other side of the rock. Near the east exit, behind the front tree is a Shine Sprite. It's not directly behind the tree. Go east to reach Creepy Steeple.

Creepy Steeple is unnerving Mario's partner and they want to leave as quickly as possible. You can heal and save outside. You can jump down the well, where you'll find many Buzzy Beetles and Spike tops. They each have 5 HP, 3 attack, and 4 defense. If you can flip them over, their defense drops to zero. You can't go very far into the well, but you can get the Tornado Jump badge and a Shine Sprite. Aboveground, the gate to Creepy Steeple is chained shut. There's a gap in the stone fence to the right that Mario can roll under. Walk behind the fence to the left for a Star Piece. Go inside.

Inside Creepy Steeple is a creepy stained glass window. Near the entrance is a gap in the wall Mario can roll under. It takes you to a room with a Shine Sprite and a chest. The chest contains the Cookbook. The Ice Smash badge is here, along with a Star Piece behind the furniture. Return to the main hallway and walk to the right. There's a statue of a Crystal Star. Push it to the right to reveal a hole in the floor. Drop down and you'll see a door and a peeling wall. Peel the wall to reveal a hole. Walk all the way to the right for a chest with the Flower Saver badge. Go through the left door and you'll find a purple box. Open it and many Boos will fly out from it. The last Boo will ask you a quiz question: How many Boos in total came flying out of the box? Answer 200 and it will call you a math nerd and give you an Ultra Shroom. Spring back up to the main hallway and you'll see a Boo crying. Be careful around it. If you choose to talk to it, it will ask if you're going to be mean to it. If you say you're not, all 200 Boos will appear and follow you around. Move quickly before they swarm you and kick you out of the steeple. If you're fully healed and they crowd you, do a couple of Super Hammer attacks to knock them away. A Boo says Mario said he wouldn't be mean, so he tells the other Boos to get Mario. They swarm to form a large Boo called Atomic Boo. It has 40 HP and 4 attack. It can squish Mario, scare Mario and his partner into not attacking or attacking each other, or send hundreds of Boos at them both. Guard repeatedly for that last attack. There are Boos in the audience who can make anyone onstage transparent so attacks miss. Use Power Bounce and Ground Pound to defeat Atomic Boo as quickly as possible. Defeating it and it will drop the Lucky Start badge.

In the middle of the hallway are two doors: one on the front wall and one on the back wall. Go through either one of them. You'll find yourself on the veranda, where there are Boos and Swoopers. Swoopers have 6 HP and 3 attack and can hang from the ceiling. Hit it with Hammer Throw, Body Slam, or an earth-shaking attack to knock it off the ceiling and have it fly within jumping reach. Boos have 7 HP and 3 attack. They can become transparent so all attacks will miss. At the end of each hallway is a red switch and a door that leads inside. Hit the switch on the front side of the steeple first, then go through the doorway. There are stairs here that move in response to which switch was hit. Only go up the stairs and through the door when the staircase is not at the middle door. That will only make you drop into the main hallway. Move the staircase to the front and go through the door. This will take you to the second floor of the main hallway. There are gaps in the floor. At the end of the hallway is the Steeple Key. Use Koops to reach it. Go back through the door and move the staircase to the back. Go through that door and you'll reach a locked door and a Save Block. Through the locked door is a Heal Block. Go up the stairs and spring up once you reach the top.

A voice will ask you why you're interrupting it's "Me" time. It's a Duplighost wearing a party hat, the monster the mayor warned them about. It's been thinking up pranks and thought up the prank to turn the villagers into pigs. It says that the villagers are depressing and boring, so it decided to let them wallow in mud, instead of gloom. It attacks. It's ?????, an enemy with no listed name in the Tattle Log. It has 40 HP and 4 attack. It can transform itself as well as other stuff, which is probably how the villagers turned into pigs. Use Ground Pound and Power Bounce to get it some good hits. After a while, it will scan Mario and copy him in shadow form when it has about 14 HP left. He has Mario's jump and hammer attacks, so guard accordingly. You'll get about 20 SP for winning. Mario yells as the shadow falls and the Crystal Star falls out from the shadow. Mario picks it up, but looks exhausted.

End of Chapter
Mario defeated the scourge of Creepy Steeple and found the fourth Crystal Star. The people of Twilight Town have surely recovered from their awful curse by now. At this rate, Mario's quest to collect all seven Crystal Stars will be done in no time! With his back to Creepy Steeple, Mario sets out toward his bright future...

Sunday, June 8, 2014

Paper Mario: Chapter 8 -- A Star-Powered Showdown! -- Part 2

After unlocking the door in the room with the Save Block, go east and you'll find another guard door. It won't let Mario pass, unless he can pass its quiz, giving him only one chance. Its minions will appear from three doors on the back wall, run around briefly, then go back through the doors. Mario must answer 5 of the guard doors questions correctly, and he can only miss two. Miss more and there will be dire consequences.
1. How many Koopas were there? 3
2. What color of Shy Guy were there three of? Red
3. Who came out of the middle entrance? Red Shy Guys
4. How many Goombas were there? 2
5. How many arms did you see? 4
If you get three incorrect, it'll have you battle 3 Anti Guys at once. Either way, the guard door will let you through. It feels the shame of being defeated by Mario. Go east.

You'll end up outside. It's a little foggy here, but that doesn't affect anything. There's a Super Shroom in an item block and a Maple Syrup in another. There are enemies here. Go up the stairs on the right and drop down for a Jammin' Jelly. There are more Magikoopa up here, so be careful. Go west.

The door takes you back inside, into a room with some stairs. Go west on the current level to reach another prison cell. Battle the Koopatrol for the Prison Key so you can open the cell. You can fully heal here. The room up the stairs and to the west leads to a small puzzle room. Drop onto the lower platform from the stairs and have Bombette hit the switch. This will raise a couple of platforms so you can jump across. Go west to get an Ultra Shroom. The room to the east at the top of the stairs has a locked door. Go up the stairs in this room and go east. There's another switch here to make part of the floor rise. Stand on the part of the floor with gray tiles that's next to the stairs, then have Bombette hit the switch. The part of the floor you're standing on will rise up and you'll be able to cross. Go east for a Castle Key to unlock the door to the west.

The door leads to a room with some sconces on the back wall. Some are higher than the others. Take note of the pattern and go east. In the next few rooms, there will be four doors. Go east through the door that matches the pattern. What you need to do is go east using the following doors in order: upper, lower, lower, upper, lower, upper. You'll reach an area with more enemies. Go east and you'll see Peach at the door. She saw a chance to run and took it. She says there's no need to fight Bowser and will follow you. She's a bit slower than Mario, so at some point, she'll end up off screen. Look back to check on her and you'll see a Duplighost. It runs back to the door, where you'll find Peach. Hit Peach a few times to reveal her to be a Duplighost in disguise and battle it.

Go east and you'll reach yet another guard door. It wonders how Mario go there. After congratulations, it says it has better defenses than the other guard doors. The Koopa Bros. appear and ask if Mario remembers them. The guard door will let Mario through if he can beat them. The Koopa Bros. say they have more power and are now calling themselves the Super Ultra Mighty Koopa Bros. the Great. Jr. Troopa rushes in and knocks them away. He says it was a pain finding Mario in here. He wants to setting the score with one final battle. He has 60 HP, 8 attack power, 2 defense power and can change his form. First, he'll have a spike and wings. After a few attacks, he'll start using magic. His lightning attack has 9 attack power. He can also heal 10 HP. He'll give 25 SP on defeat. Jr. Troopa says he'll beat Mario next time and runs off. The guard door is confused because the Mario defeated the guy who defeated the Koopa Bros., but it's not sure if that means Mario beat the Koopa Bros. It decides there's no big difference between the Koopa Bros. and Jr. Troopa and lets Mario through the door. It's fine with it because it doesn't think Mario can defeat Bowser. Go east and you'll find yourself outside Peach's Castle.

Go inside the castle. It's quiet. Too quiet. The entire first floor of the castle is empty. Go through the door on the left that's up a short flight of stairs. Save the Toad in the wardrobe and he'll open up a makeshift Toad House in that room. At least it has a real bed. Go through the top stairs to the second floor. Go into the library, which is also empty. Climb up the piles of books to the second level to reach a Life Shroom. Go upstairs when you're ready.

Wednesday, June 4, 2014

Paper Mario: Chapter 7 -- A Star Spirit on Ice -- Part 2

Mario has just reached the Crystal Palace, where the last Star Spirit is being held. Go inside and go through the door on the front wall. There's a Save Block here and a red X. Go east and you'll find Swoopulas on the ceiling. They're Swoopers that drain your HP. Press (A) repeatedly to fill the meter to stop them from draining your HP. They have 8 HP and 2 attack power. They will hang from the ceiling unless you knock them from there with an earth-shaking attack. Bow and Parakarry can hit them on the ceiling. They give 2 SP. Go east again and you'll find a chest. It contains the Blue Key. Return to the main hallway.

In the main hallway, hit the red switch. This makes the floor with the doors move so you can now reach the blue door. Unlock it and go through it. On the right side of the room is a crack in the wall. Here is where the walls start blatantly lying to you. Have Bombette blow up the wall and you'll notice that a hole did not appear in the reflection, yet Mario and Bombette could walk through just fine. If you go back into this room, you'll see Mario and Bombette just standing around. Go through the wall and you'll find a brick block. Hit it for coins. In the middle of the room, there's a gap in the wall. You can walk through it to the other side, meaning the wall wasn't a mirror. Hit the brick block on this side for more coins, then bomb the left wall. Go through it and the other Mario freaks out that he's there. They reveal themselves as Duplighosts and battle Mario. There are two of them. After you defeat them, they say the real Mario is strong, then run off. Go west to the first part of the main hallway, with the switches.

Go through the back door and you'll find an item block with a Super Shroom. There is also a wooden panel on the floor. Tornado Jump on it and drop down. Go east twice from the room with the spring to reach a chest. It contains the P-Down, D-Up badge. Spring back up and go east to find a room with Duplighosts. Sometimes, Magikoopas of various colors may appear alongside them in battle. New ones include White and Gray Magikoopas. Each have 11 HP and 3 attack power. They can run from battle as well. Gray Magikoopas will make their allies temporarily transparent so you can't attack them. White Magikoopas will heal themselves and their allies. Healing a single ally restores 5 HP, but they can heal all allies, restoring 3 HP to each of them. Go east for a Shooting Star, then return to the main hallway. Leave the Crystal Palace through the front door and you can reach a small cave outside with a Star Piece. Go back inside, then go east so you can come in front of the wall, then go through the door on the front wall in the room with the switches.

To the right is a hole in the floor where the X was. Even though there is no mirror, what happens on one side affects the other. Drop down and go east. There's a crack in the east wall. Blow it up and five Bombettes return. They call each other imposters, but some of them speak differently. One of them has hearts, another stars, another many exclamation points, and the other is hesitant. The real Bombette does not do any of this. She's the second from the right. Hit the imposters with your hammer. They are Duplighosts as well, and run off. The real Bombette says if he had hit her, she'd bomb him while he was napping. She's happy he knew she was real and gives him a kiss. Go east to find a chest with the Red Key. Return to the main hallway and hit the blue switch to move the red door into position. Unlock it and go east.

In this room, there's a clear gap in the wall. Go east on the front side of the wall. There are White Clubbas here and statues on the other side. The first Clubba in the line says the Crystal King ordered him not to allow anyone to pass. Battle and defeat it to make the statue on the other side disappear. Defeat the other White Clubbas in the line to get rid of the statues, then go west. Go through the gap in the wall to the other side, then go east. You have a clear path to the door, so go east. There's a couple of red switches in the room that will flip part of the wall so you can go to the other side while standing next to the wall. To hit the switch, use Bombette, as you'll need a delay so you can stand near the wall. You can also blow up the east wall on the other side to reach a Duplighost with a chest containing the Triple Dip badge. Go east on the front side. You'll see White Clubbas pacing, with a Duplighost doing the same on the other side. Battle them if you wish. Go east on the side with the White Clubbas.

On the other side of the wall, you'll see Mario and Kooper walking to the right. Near the right wall, Mario will repeatedly kick Kooper's shell through a slot in the wall. Follow their example and more that just Kooper breaks through the wall. It's Luigi, Kolorado, Goompa, and Kolorado, and they all claim to be Kooper. Hit the imposters and Kooper will call them the worst disguises ever. The Duplighosts run away. Go through the hole in the wall. Go through the door on the front wall. The item block has a Maple Syrup and there's a hidden panel below it with a Star Piece. There's a large statue to the right. Return to the main hallway and go east. There's a large gap in this room. There's a switch on the other side of the wall. Kick Kooper's shell across the gap to hit the invisible switch on this side of the wall. This makes a bridge appear on this side. Go east.

There's a gap in the wall here, so you can go to the other side of the wall. Backtrack west to reach the door on the back wall. There's a smaller statue here. Push it to the left to reveal a hole. Drop down and go east twice to reach a chest with the P-Up, D-Down badge. Equipping this badge and the P-Down, D-Up badge at the same time will cause their effects to cancel out. Return to the front side of the wall and go through the door on the front wall. The large statue has been moved to the left, revealing a hole. Drop down and go east twice to reach a chest with the Palace Key. Return to the main hallway and go east until you reach the locked door.

The door leads to a room with Albino Dinos, white Dino Rhinos and statues of them. They guard the Crystal Palace and you must solve their puzzle to get them to reveal the door ahead. The statues towards the back must be moved onto panels on the floor. The statues can only be pushed in the direction that the Albino Dinos are facing. Talk to them from different sides to get them to turn the way you need them to, then push the statues. There is no wall here, so you can move freely back and forth. Once all three statues (and Albino Dinos) are on the panels, the door appears, along with some stairs. Go through the door to find a Heal Block and a Save Block. Once you are prepared, go east.

The door takes you outside. Walk up the snowy slope  and someone asks who comes to the Crystal Palace. The Crystal King appears, who has eyes, but no face. He won't let Mario save the Star Spirit. Instead, he'll defeat Mario and give Bowser an ice Mario as a gift. The Crystal King has 70 HP, 6 attack power, and 2 defense power. He'll summon Crystal Bits that he can launch at Mario. Each one will hit with 4 attack power, so clear them out. He'll also use a freeze attack to freeze Mario for a couple of turns. He can also heal himself, restoring 20 HP. When his HP gets low, he'll split into 3. Collectively, when they attack, they have an attack power of 8. Attack them all if you're not sure which one's real. If you attack them separately, you'll go through the fake ones. He can also split into 3 while floating in the air, so some attacks will not work. Multibounce works well for getting rid of the Crystal Bits, then Power Bounce to attack him when he's alone. Use Watt's Electro Dash to get past his defense power. Keep yourself healed and you'll eventually beat him. He'll give you 42 SP. He asks Bowser for forgiveness before he disappears and the last Star Spirit card appears.

End of Chapter
Mario has saved the last Star Spirit, Kalmar, from the Crystal Palace at the edge of the world. Now, with the seven Star Spirits together, he has the power to challenge Bowser... and the Star Rod. At last it is time for Mario's showdown with Evil King Bowser. Can Mario rescue Princess Peach and recover the Star Rod? Or will wishes forever go ungranted?

Tuesday, June 3, 2014

Paper Mario: Chapter 7 -- A Star Spirit on Ice -- Part 1

The pipe from the cold part of Toad Town Tunnels takes you to the center of Shiver City. The place is mainly populated by Bumpties. Talk to them and you'll find out that Starborn Valley is to the east and that there's scary monsters outside the city. There was also a suspicious individual in the city, who was complaining about the cold and wanting to find Mario. On the east side of the city, there's a frozen lake. You can crack the ice with a Tornado Jump, but a green Bumpty will warn you not to break the ice. Do it again and he'll kick you into the central part of the city. You can find Chuck Quizmo on the east side. Go to the west side of town and you'll find a Bumpty singing the Pengy Penguin Hop. In the song, it mentions snowmen in a line, with a bucket hat and scarf for each one. Go into the east house. Hop up the furniture and fireplace to reach the windows. Open them and walk outside. Cross the gap between the houses with Parakarry and open the window to go inside. There's a chest with the Attack FX E badge. Leave the way you came.

Go into the west house, which has a large snowman next to it. The purple Bumpty inside says that her husband is in the other room and Mario can go inside if he wants to talk to him. Go through the back door and there's a Bumpty wearing a hat, collapsed on the floor. Check the body and you'll find out that Mayor Penguin is out cold, and is holding a slip of paper that says "Herringway". The mayor's wife comes in and notices the mayor isn't moving. She runs off, calling for help and saying that the mayor's been murdered. It's a penguin murder mystery. She brings in help, in the form of the patrolling green Bumpty. He checks the body and agrees that the mayor has been murdered. The wife accuses Mario of the murder, saying he barged right in without permission. She says the mayor was alive until Mario showed. Mario pleads his innocence. The wife says she saw him and pegged him as the only one in the room. Mario's party member sticks up for him. The patrol Bumpty says they now have a backroom murder case, something he never trained for. They must find the real murderer, and this burden is placed on Mario. Yes, the suspect in a murder investigation must look for the real murderer. Mario can't leave town until he finds the real killer.

Go outside, where you'll notice a change in the music. The Bumpties will display a distrust of Mario, or will tell him about Herringway, a writer of mystery novels. He lives on the east side, but his house is empty. Now that the frozen lake is clear, Tornado Jump on it a few times to crack the ice completely. Swim with Sushie and dive underwater to get the Warehouse Key. Unlock the warehouse, which is next door to Herringway's. Inside, go up the stairs and spring through the chimney. Walk to the left and you'll slide onto Herringway's roof. Go through the chimney and land in the fireplace. A Bumpty with large eyebrows is here, asking why Mario's in his fireplace. He's Herringway, and surprised you found his secret room through the chimney. Mario explains the situation and Herringway claims he's innocent. He says he'll go to the mayor's house. Stairs appear so you can leave his house.

Go to the mayor's house, where the patrolling Bumpty notices Herringway. Mario explains that he found a piece of paper in the mayor's hand with his name on it. The patrol Bumpty says he didn't notice the paper, but checks again and finds it. He calls it a dying message and now knows why Herringway's novels are so suspenseful and exciting: he lives out his own plots. Herringway thinks this is ridiculous because he and the mayor were good friends. The Patrol Bumpty counters by saying that their friendship is a cover to avoid suspicion. Herringway says he wouldn't be so predictable. His alibi is that he's been working on his new novel in his house for weeks with no time to come over and kill the mayor. The wife still suspects Mario. Just then, the mayor starts twitching. He groans, then stands up. His wife freaks out. thinking he's a ghost. The Patrol Bumpty says that the backroom murder mystery is a wash, which is quite the plot twist. Mayor Penguin says he went to the shelf to get a souvenir for Herringway he picked up in Toad Town. He reached up, slipped, and hit his head. He says he'll regale Herringway with his stories about Toad Town later. Herringway agrees and says he has an ideal for a sequel to his novel. Patrol Bumpty tells the mayor to be more careful, as his accident had the city up in arms. After everyone leaves, the mayor welcomes Mario to Shiver City and gives him permission to leave the city. His wife says she knew Mario was innocent all along.

Go east out of town and you'll run into the suspicious person the Bumpties were talking about. It's Jr. Troopa, who's been waiting forever to find and battle Mario. He doesn't like the cold, so he'll beat Mario in record tie and go someplace warm. This time, he has 50 HP, 8 attack power, and 1 defense power. He says he took a magical course on the side and wields a wand. Use attacks like Power Bounce, hammer attacks, and Watt's Electro Dash. He'll give you 23 SP when he's defeated. If you leave the area and come back, you'll find him frozen in a chunk of ice.

Go east and you'll find snowmen in a line. Go east and you'll find some new enemies. The Frost Piranha has 10 HP, 4 attack power, and an ice breath attack that can freeze Mario. Ice attacks are not effective, but fire attacks work well. They give 2 SP. Gulpits have 12 SP and 2 attack power. They typically attack by picking up a rock and spitting it out. Large rocks have an attack power of 7, while small rocks have 5. You can target the pile of rocks to get rid of their ammunition. They give 3 SP. While you're in the area, pick up a letter located behind some ice. It's for Merlow on Shooting Star Summit. Up ahead are steps in the snow. At the top of the steps, someone says "Boooooooaaaaaah!" It's a sparkling ghost, telling Mario to turn back or it will eat him. Choose to fight and the battle will start. It's called Monstar. Goombario has no idea what it is, or what it's attack power is, but it has 20 HP. It will use a star-powered attack, which has an attack power of 1. Monstar asks if Mario's scared yet. It's a short fight. Monstar will give you 13 SP. When defeated, it screams "Noooooo! Run away!" and splits into many Star Kids that fly off.

Go east to enter Starborn Valley. Merle is there to greet you. He, a couple of Toads, and some Ninjis care for Star Kids here. Follow him to his house. He apologizes for the Star Kids attacking Mario, saying they frighten strangers too keep Starborn Valley safe from Bowser's followers. They didn't expect Mario to arrive as soon as he did. Inside, he says that Star Kids are born here and raised until they can rise into the sky. The place's power has weakened and no more Star Kids can rise into the sky because the Star Rod was stolen. Fortunately, he knows that the last Star Spirit is being held in the Crystal Palace atop Shiver Mountain. The Crystal Palace was originally built to honor the stars, but faded from memory with time. No one knows how to reach it now. Merle does know that the path to Crystal Palace involved two items passed down through generations. He gives Mario the first item, an ordinary Scarf. He says the other item is in Shiver City. He mentions that there's a shrine on the path to the palace. He also tells Mario that "Truth lies not only in the eyes. Sometimes, even walls may lie." Mario must keep this in mind.

If you talk to the residents, you'll find out that one Star Kid is hiding. He's next to Merle's house, flipped sideways, so he's just barely visible. One of the Star Kid misses Twink, the last Star Kid to rise into the sky before the Star Rod is stolen. Talk to Frost T., the Toad with the green cap, to deliver the letter. He has a letter for Goompapa. If you deliver the letter to Goompapa, he'll give you the Lucky Day badge, ending the chain letter madness. Deliver the letter to Merlow on Shooting Star Summit. It's from Merle, his father. He doesn't write to him enough. He gives you a Star Piece, so you can trade it back to him for a badge.

Return to Shiver City and talk to Mayor Penguin. He'll give you the other passed-down item, an ordinary Bucket. While you're leaving the city, you may run into Chuck Quizmo again. Go to where the snowmen are. Two of them are missing items. Put them on the snowmen and the snowmen will thank Mario. Because Mario was kind enough to give him the items, they'll tell him their secret. They bounce out of the way and reveal a door. Go inside, where you'll find a Save Block.

Go up the stairs and you'll find a large gap. Drop down and Tornado Jump to break the ice. Hit the green switch to make the floor rise to the same level. You'll find more Frost Piranhas and Gulpits here. Up the stairs is a brick block. Hit it to break it, then Tornado Jump for an Ultra Shroom in an invisible block. Go east and use Kooper to hit a switch across a gap. When the shell returns, two Koopers are standing behind you. One of them runs to Mario's right and calls the other an imposter. The one on the left talks suspiciously, and suggests Mario hit the imposter with his hammer. Hit the one on the left. It is revealed to be a Duplighost, a ghost that can change its appearance. It says that Mario hitting him was luck because no instincts are that good. It battles Mario. Duplighosts have 15 HP and 4 attack power. They can also change into party members and use their attacks, but they seem to have less attack power this way. They give 2 SP. The Duplighost leaves when you defeat it.

Up the stairs are White Clubbas. They have 12 HP, 5 attack power, and can attack consecutively, meaning repeatedly hitting Mario with their maces. Ice attacks are not effective, but fire attacks are. Go up the stairs in the area for a Super Block. I upgraded Bombette. Go east and you'll find some items in the wall. If you take them, a wall will drop down in front of you. You must put something in its place to make the wall rise up again. You can leave the items alone and go through with ease. Go east and walk next to the back wall to slip behind the stairs. There's a crack in the right wall. Blow it up to reveal a chamber. Walk through the right wall to find a star-shaped stone in ice. The image of a woman appears. She is Madam Merlar, the ancestor of Merlon and Merle, and she's glad Mario found this place. The stars told her he'd come. She guards the way to the Crystal Palace, which Bowser's followers have invaded. She tells Mario a long story and he falls asleep. He wakes up at the end and his nose bubble pops. She says Mario needs the Star Stone to reach the Crystal Palace. She pulls it out of the ice and Mario takes it. Leave the chamber and go upstairs. Place the Star Stone in the wall and the floor rises up, sealing off the chamber forever. The floor separates into stairs that go up to the Crystal Palace. Go to the right at the top of the first flight of stairs to find the Mega Jump badge. At the top of the second flight is a Save Block. At the top of the stairs is a Heal Block. Go east to reach the Crystal Palace's front door.