Showing posts with label Fire Bro. Show all posts
Showing posts with label Fire Bro. Show all posts

Thursday, February 4, 2016

Mario and Luigi: Paper Jam -- Part 13: A Master Strategist

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.

Monday, March 9, 2015

Captain Toad: Treasure Tracker -- Episode 3-3. Beep Block Sky Plaza

Captain Toad finds himself on a small network of beep blocks. Walk forward onto the pink beep blocks, then to the safe blocks. Pick a turnip and toss it at the first gem, which can't be reached when the blue blocks appear. Go to the right and you'll find a tunnel under a safe block. Go through it when the blue blocks appear, then go around the corner and you'll find another tunnel with the second gem. You can reach it when the pink blocks appear. Backtrack to the turnips, then head left to where there are ladders on the pink blocks. Climb the ladders, which will still be there when the blue blocks appear. You can hang onto them while you wait for the pink blocks to appear. At the top, drop down to the blue blocks, then the safe block in front of them. Dodge the flames of the Fire Bro. When the blue blocks appear again, run down the long set of blue blocks and hang on the ladder. At the top, there's a safe block with a Mushroom. Climb up the ladder on the pink blocks and pick a turnip from the safe block. When the blue blocks appear, stand on the nearest one and hit the Fire Bro with it. Carefully time your drop from the blue block to the pink blocks below, then pick the plant where the Fire Bro was for the third gem. When the blue blocks appear, drop down and go to the Star.

Special Challenge: Do not take damage.

Friday, March 6, 2015

Captain Toad: Treasure Tracker -- Episode 2-18. Battle Tower Blitz

You need 75 gems to unlock this level. I have 105.

Toadette finds herself on a tower with only a clear pipe. Launch to another tower with Fire Bros and shields that are touchstones. The plants contain turnips you can throw at the lower Fire Bros. Hit the one not on the stairs and walk up the nearby ladder. Step on the P-Switch to reveal a clear pipe near where the Fire Bro was. Rotate the camera around to the back so you can see where the first gem is in the clear pipe. Exit the pipe at the top of the stairs and you'll stomp a Fire Bro. Go down the stairs to stomp the rest. Once you defeat all of them, a bridge will drop so you can cross to the tower with the clear pipe. Be sure to collect as many coins as you can while you're going through the course and try not to die.

The clear pipe cannon will launch you to a tower with Magikoopas. There's a turnip plant in the center that will give you unlimited turnips. Toss them into the pipes at the lowest level and they'll cross to the other side to hit the Magikoopas. For example, if a Magikoopa is on the left side of the tower, in front of the right clear pipe on the left side of the tower, throw the turnip into the lower left pipe. Clear the two Magikoopas out and the bridge to the next clear pipe cannon will drop. You'll land in an area with the Toad Brigade. Approach Blue Toad for a Mushroom. There's also a ladder that leads below the floor, where the second gem is.

Launch from the clear pipe cannon and climb the tall ladder. You'll see Captain Toad and the Star, as well as Goomba Stacks and Hammer Bros. Carefully make your way past them towards the center while avoiding the purple water, where there's a handle. Pull it and it becomes a turnip cannon. Use the turnips to defeat all enemies and clear out all of the bricks. You'll find the third gem in one of the corners. Be sure to defeat the enemies on Captain Toad's side. Once all of the enemies have been defeated, the bridge will drop. Grab the Star and Wingo will pick up Toadette with his beak and blow Captain Toad away by flapping his wings. He falls off the tower. This concludes Episode 2 and Episode 3 is now open.

Special Challenge: Collect 170 coins.
You'll need to collect the vast majority of coins on this level without dying. If you do die, there's a checkpoint when you reach the Toad Brigade, so you'll have to start over.

Friday, October 10, 2014

Super Paper Mario -- Chapter 8-2: The Crash

An endless labyrinth of mind-boggling turns and deadly enemies... This final journey was more dangerous and trying than our heroes had seen before. Mario and friends kept on without Bowser, who was lost in a duel. There was no time to stop and search for Bowser, or even grieve. Our heroes knew they had to rush toward the final encounter with Count Bleck.

The ground is shaking in Castle Bleck's Foyer. Luigi's lost count of the tremors. Peach finds it strange that Count Bleck would let the destruction of The Void ravage his private castle, wondering what kind of evil plan it is if it destroys him in the process. Tippi wonders if Blumiere is here, then says they must keep moving and find Count Bleck soon. There are Zoing-Oings, Cursyas, Red Is, and Blastboxers in the area. Go through the door.

Someone says the heroes have finally arrived. The music from Merlee's Basement plays. It's Merlon, who somehow beat the heroes here. Tippi asks what he's doing here and he says he found a fascinating passage in the Light Prognosticus, so he rushed here to tell them. The passage says they can reach Count Bleck by hitting the totally unsuspicious block in front of them. Behind Merlon is a locked door. Hit the block to open up a trapdoor. Merlon giggles, calling the heroes a bunch of suckers and transforming into Mimi. The heroes drop down to a cage with a pipe on the other side of the bars. On the right side is a crack in the wall. Blow it up and go through it to reach the pipe. There are doors on either side. The door on the right leads to a room with spikes, Para Spike Tops, and a red block. The door to the left leads to a room with Magiblots, fire bars, and a red block. The red blocks in each room will move the pipe to the left or the right. Move the pipe to the far left, then go through it. There are three chests in the room with a Courage Shell, a Life Shroom, and a Key. Flip to find a hole in the floor, then drop down to the locked door.

Go through the door and you'll find Gloombas and stairs with flipping hammer bros, Koopas, and Fire Bros. Go through the door on the middle landing and you'll find many Cursyas. Flip to find a hidden path to the right which leads to a chest with an Ultra Shroom Shake. Return and go through the door at the top of the stairs. Here you'll find three dangling Mushrooms. As before, there's a trapdoor under each. The left one has three Shlorps, the middle one has all kinds of Cherbils except Dark Cherbils, and the right one has a Chromeba in 3D. Defeat the Chromeba for the key. Return to the room so you can unlock the door on the right.

Someone is speaking in rhyme about how the heroes have arrived. It's Merlee, saying she knew the heroes would survive. She has three questions to ask that will hold the key to the heroes' future. They must answer honestly and fairly.
1. Which one of theses beasts is hardest for you to make deceased? Goomba, Clubba, or Ultra Shroom
2. Next, which of theses fearsome three most rattles your knees? Fuzzies, Hammer Bros., Thunder Rage
3. Now which of these do you despise like fleas? Amayzee Dayzee, Francis, Cooking Mistake
After you answer the questions, Merlee leaves, saying they will meet again. Go through the door to find the answers to your questions in the next three rooms.

After the third door, Merlee is hopping mad, asking what the heroes are trying to pull. She reveals that she's actually Mimi, who put everything the heroes "hate" in those rooms, and asks how they got through the icky stuff. She suspects that they may have been lying. Peach asks how Mimi dares lecture them as she was just pretending to be Merlon and Merlee. Mimi ought to be ashamed for using such dirty tricks. Mimi says she likes getting what she wants, so she does whatever she needs to get it. She calls Peach always having to get rescued by boys embarrassing. Peach is a lot of talk when she has her little boyfriends to protect her. Peach is shocked and decides to give Mimi what she so richly deserves. Luigi asks if Peach is serious and Peach says to stay out of it. Mimi threw mud at her dignity. She tells the bros to leave her be and they understand. Mimi is amused that the pretty princess wants to face her along, but says it would be sad if her boyfriends had to cry over spilled peaches. She transforms, saying Peach should try not to cry or her pretty makeup will run.

Mimi has an unknown amount of HP and four attack. As always, she'll attack with Rupees. She'll also have Rubees spin around her as she moves on a line. Duck when she does this. She's faster than last time. Throw Rubees to knock her off the ceiling and stomp her to make her legs fall off one by one. When she's defeated, she screams "WAHHHHHH!" Peach asks what's the matter and if she spanked her too hard. Luigi congratulates her, but the castle shakes violently. Tippi says the destruction is spreading and if they dawdle, they're doomed. Peach suggests they leave, so the bros take off, but she stays behind, saying Mimi can't stay here and should find some place safe in the castle. Mimi doesn't think Peach cares. The castle shakes even more violently.

Outside the room, Tippi wonders what that loud noise was. Luigi calls for Peach, but the door won't open. Back in the room, Peach is holding onto a ledge, as most of the floor has given way. With her other hand, she's holding onto Mimi. Mimi asks the silly princess what she's doing. Peach asks herself the same question, saying she just leapt into action without thinking. Mimi doesn't want her help and wants to be left alone. Peach can't do that, even though Mimi has been very bad. Peach doesn't know how Mimi was raised, but she was taught to help people in need, so she can't leave Mimi to die. The castle shakes again and Peach falls.

Outside, Luigi laments that they've lost two party members: first Bowser, and now, Peach. He asks Mario what they should do. Tippi says they have to keep going, but Luigi says they can't leave the princess. Tippi knows it's horrible, but this is the end of all worlds. They must press on, which is what Peach would want if she were here. Luigi says that would be a thing Peach would say and that he's worried about her. He says she'd be mad at them for wasting time, so they should keep going. To the right is the star.

Tuesday, September 30, 2014

Super Paper Mario -- Chapter 8-1: The Impending Doom

Atop Flopside Tower is a solitary ominous door. Nolrem is also there, saying it's the final door. It's the eight Pure Hearts vs. the Dark Prognosticus and Castle Bleck awaits. Merlon appears, saying that on the last page of the Light Prognosticus it says that only those who have not abandoned hope can turn back the prophecy of doom. They walk forward into the future, no matter how dark and uncertain. Nolrem says they fought all this way because they believed the future could be bright. He can't go through the door with them, but sends them with all the hope in his heart. Peach thanks both of them and Luigi says to leave it to them. Bowser asks if they're going to group-hug and has had enough of the pep talks. He's doing this for himself.

Merlon says he doesn't know what's going on in Tippi's mind, but suggests that she stay behind if this is too hard for her. Tippi says she's going, having decided that she must do this. Merlon wonders what would happen if her memory returns and says she's grown so strong and changed so much. He says she must return safely to him. Tippi says she will go and defeat Count Bleck and save all worlds from destruction. The ground shakes. Nolrem tells them to hurry as all worlds may not have much time. In that black span of nothing, they will find Castle Bleck. They may face battles harder than any they've endured thus far. Once they feel ready, they should go forward. Merlon tells them all, Tippi included, to be strong. When you're ready, go through the door.

After finding every Pure Heart, the band of heroes set off for Castle Bleck. The stakes were high as the ominous void grew larger and the end drew near. Could Mario and friends stave off the inevitable and overturn the prophecy? What strange twist of fate awaited Tippi and Count Bleck? These thoughts plagued the minds of our heroes as the curtain rose on the final act...

The heroes find themselves at the Castle Bleck Entry. Castle Bleck looms, a black castle with a white outline and a cracked door. Flip into 3D to go through the door. The inside of Castle Bleck, as we've already seen, is black. This makes it sometimes difficult to distinguish enemies such as Magiblots, which are in the first area. There are also Koopatrols in the first room. To the right is a door. Through it, you'll find stairs with Goombas, Boomerang Bros. The door in the middle takes you outside where there are Paratroopas and Koopas. Go back inside and through the door at the top of the stairs and you'll find Red Is and Mr. Is. Run around them in 3D to defeat them. To the far right is a locked door. Walk a short distance to the left and Super Jump up to a door that leads to the outside.

Super Jump to the left to find two chests with a Long-Last Shake and a Stopwatch. Super Jump to the right, then float to the right to a pipe. Go through the pipe and you'll find Magiblots and Soopa Strikers in a narrow hallway. They're even in 3D. On the other side is a chest with a Castle Bleck Key. Go back through the pipe and go through the door, then unlock the door to the right. There are Dry Bones here, as well as Magikoopas, Gawbuses, Tech Cursyas, and Heavy Cursyas.

Go through the door and you'll find Magiblots and Fire Bros on the stairs. At the top are a set of five white torches. Take note of which ones are lit. Go up another set of stairs, which has Koopatrols at the top. The item block contains an Ultra Shroom. There's a Save Block nearby. Go through the door and you'll find large white torches. Have Bowser light the same ones as in the previous room and a large set of stairs is drawn in. Flip into 3D to go through the door.

Someone says "Harble-deh!" It's O'Chunks, who never thought they would make it here. He says the heroes shouldn't have been a pain. He has to hit them with the full force of his chunks. Bowser calls that big talk for a chump that gets stomped again and again. He says chunky boy is going down. O'Chunks tells him to prove it in a wrestling match of the ages. Bowser says he'll take on O'Chunks alone. Peach asks if he's sure and he says he's had egg-salad sandwhiches chunkier than him. He tells her to step back and watch how a totally awesome tyrant gets business done. The bros and Peach leave. O'Chunks says he'll hurtle into him with the force of a massive, hairy comet. He grows in size and Bowser is shocked. O'Chunks says Bowser wasn't expecting that. It's time to rumble.

O'Chunks has 100 HP and 4 attack. Because I went through the Pit of 100 Trials once in Flipside and twice in Flopside, I am now level 27, making Bowser incredibly powerful. Two blasts of fire breath doing 60 damage each beat him easily. When you win, O'Chunks shrinks down to normal size, wondering how Bowser could be chunkier than him as he's nothing but a turtle. He doesn't know how he can go on living with the shame of it all. He asks Bowser to let him keep his dignity as his game ends by finishing him off quickly. Bowser says there's no shame in being smacked down by a huge, studly boss. The ground shakes and the ceiling starts lowering. O'Chunks holds it up. Bowser asks why he saved them. O'Chunks tells them to get out of there. Bowser asks why he's doing that for them and O'Chunks says they beat him so they earned the right to pass. Bowser says he has more chunks in his head than he thought and holds up the ceiling as well. O'Chunks asks what he's doing. Bowser tells the bros to get the princess into the next room immediately. Luigi tries to protest, but Bowser barks at them to go. Peach agrees after a long pause and they leave. Bowser tells O'Chunks to go, too. He can hold up the ceiling all day. O'Chunks says he stole his line and that Bowser's hands are quivering. There's no need for Bowser to be a tough guy, so he should go. Bowser says he is a tough guy and tells O'Chunks to get out. Both of them tell each other to go and the ground shakes even more.

On the other side of the door, the bros and Peach hear a thud. Luigi calls to Bowser and checks the door, saying it won't budge. Peach says they have to keep going as there isn't much time. She's not worried about Bowser; he's not easy to get rid of. Luigi agrees, saying he's survived worse. Peach says they must move on to find Count Bleck. Bowser is no longer in the party, lost to them from a battle of machismo. The star is just to the right.

Saturday, September 27, 2014

Super Paper Mario -- Flopside Pit of 100 Trials

After clearing the Flipside Pit of 100 Trials, the Flopside Pit of 100 Trials becomes accessible. It's on the same floor as the Flipside Pit. I recommend bringing along 6 Emergency Rations for this dungeon. The strategy is pretty much the same, but all of the enemies are dark versions, which have higher HP and attack. Keeping healed is crucial so you can save your Emergency Rations for when you really need it. You should also take advantage of the defense boosting items, such as Turtley Leaves, Courage Shells, and Block Blocks. I also recommend getting any Life Shrooms available to you (from Fuzzies or Flimm).

Here are examples of what I found on the floors. Again, all enemies are dark versions.
1. One Goomba
2. Goombas and Koopas
3. Goombas, Paragoombas, Cursyas (the Cursyas can be of any type. Tippi can tell you what kind they are, if you want to know. Just use Bowser's fire breath or drop Boomer on them from above.)
4. Paragoombas
5. Spiky Goombas and Koopas
6. Squiglets and Cherbils (the Cherbils can breath ice, poison, and sleep gas)
7. Squiglets and Spinies
8. Goombas, Spinies, and Cursyas
9. Spike Tops and Koopas
10. Dashell card
11. Fuzzies and Squiglets
12. Stone Buzzies
13. Clefts and Paratroopas
14. Clefts and Paragoombas
15. Spanias and Goombas
16. Dry Bones, Spinies, and Cursyas
17. Spike Tops and Stone Buzzies
18. Fuzzies and Spiky Goombas
19. Dry Bones and Goombas
20. Goombario card
21. Fuzzies, Pokeys, and Cursyas
22. Spanias
23. Fuzzies and Longators
24. Dry Bones, Paragoombas, and Pokeys
25. Clefts and Ruff Puffs
26. Dark Dark Boos
27. Ruff Puffs, Squiglets, and Cursyas
28. Stone Buzzies and Spanias
29. Dark Dark Boos and Goombas
30. Kooper card
31. Ruff Puffs and Shlurps
32. Sproing-Oings, and Squiglets
33. Pokeys and Choppas
34. Boomboxers
35. Gromebas, Squiglets, and Cursyas
36. Boomboxers and Cursyas
37. Gromebas
38. Cherbils
39. Dark Dark Boos and Megabite
40. Bombette
41. Toopa Strikers
42. Cursyas and Shlurps
43. Choppas and Boomboxers
44. Cursyas and Sproing-Oings
45. Shlurps
46. Hammer Bros and Goombas
47. Boomerang Bros and Paragoombas
48.  Fire Bros and Spiky Goombas
49. Toopa Strikers, Squiglets, and Magikoopas
50. Parakarry card
51. One Muth
52. Chomps
53. Clubbas
54. Squiglets
55. Spanias and Squiglets
56. Boomerang Bros and Goombas
57. Tileoids (stand next to a wall and combo stomp with Peach)
58. Hammer Bros and Cursyas
59. Toopa Strikers and Magikoopas
60. Bow card
61. Magikoopas and Chomps
62. Eeligons, Magikoopas, Pigarithms
63. Tileoids, Magikoopas, Cursyas
64. Ninjoes
65. Fire Bros and Chomps
66. Hammer Bros
67. Clubbas and Cursyas
68. Clubbas and Koopatrols
69. Ninjoes, Cherbils, and Megabite
70. Watt card
71. Jawbus
72. Koopatrols and Koopas
73. Barribad
74. Eeligons and Choppas
75. Pigarithm and Amayzee Dayzee (it can flip. Try to sneak up on it when it's next to a wall and breathe fire on it before it escapes. It may have the key.)
76. Koopatrols
77. Tileoids and Ninjoes
78. Skellobits and Ninjoes
79. Skellobits and Spiky Skellobits
80. Sushie card
81. Spiky Skellobits and Cursyas
82. Cherbils and Magikoopas
83. Skellobits
84. Jawbus
85. Magiblots
86. Koopatrols and Cursyas
87. Squiglets and Toopa Strikers
88. Longators
89. Tileoids and Magiblots
90. Lakilester card
91. Cursyas
92. Squiglets and Magikoopas
93. Hammer Bros, Fire Bros and Boomerang Bros (heal if you are not fully healed or almost fully healed to deal with the onslaught of projectiles)
94. Amayzee Dayzee, Cherbils and Magiblots
95. Headbonk Goombas
96. Jawbus and Megabite
97. Skellobits and Spiky Skellobits
98. Muths
99. Koopatrols, Hammer Bros, Fire Bros, and Boomerang Bros (heal if you are not fully or nearly fully healed)

100. At the bottom, someone says that they've waited for the heroes. They say the heroes have done well and their bravery has been noticed. Whoever's talking is a servant of the Ancients who is to give power to the true heroes. The heroes have passed the 100 trials behind them, but whether they are the true heroes of legend is to bee seen. The heroes are issued a new challenge and a pipe appears. It will lead them out of the dungeon. The challenge is to go through the Flopside Pit of 100 Trials again and they will be recognized as the true heroes. Yes, that means you have to go through all that again to get the power. Heal and restock on items, then get going.

When you return, whoever's there says they'll come clean. They were created by the Ancients, but they don't work for them. They work for their own cursed powers. This is Shadoo, who has been testing the heroes to study them. Shadoo says the heroes' clones are complete. He will beat the heroes and take their place.

All of the clones have 100 HP and 10 attack, making them very powerful. You'll want to have at least one Emergency Ration or some other item that can restore a lot of HP. I also found it very useful to have a couple of Block Blocks in my inventory. The first clone is Dark Luigi. He can Super Jump as the real Luigi can. Next is Dark Bowser, then Dark Peach, then Dark Mario. What you'll want to do is back the clone into a corner with Barry or a Block Block to keep them from attacking you, then use Bowser's fire breath. Two Block Blocks should last you most if not the entire fight. I had four in my inventory. This is a tough fight. You'll get a lot of points for defeating each clone. Once you defeat them all, 8 chests will appear. They contain Mario, Dark Mario, Peach (1), Dark Peach, Bowser (1), Dark Bowser, Luigi, and Dark Luigi cards. This will double each hero's attack power. Shadoo indeed gives them a new power: the power for Mario to remain in 3D indefinitely. You now no longer need to worry about losing health by being in 3D for too long, which is very useful. Open all the chests to make a pipe appear so you can exit and save. Next, prepare for the final chapter and the final battle.

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, June 25, 2014

Paper Mario: The Thousand-Year Door -- Chapter 3: Of Glitz And Glory -- Part 3

Mario just had an unexpected battle with Bowser in the Glitz Pit and his partner is freaked out that Bowser is here. Bowser leaves after his defeat, so continue climbing the ranks of the Glitz Pit.

17. Craw-Daddy is your next opponent, a Dark Craw. He has 20 HP and 6 attack. He carries a spear, which makes getting the condition of not using your hammer very unfortunate, which happened to me. Either reset the game or use Koops and Earth Tremor. You'll get 14 coins and rise to rank 4.

After the battle, X sends an email, telling Mario to go to the telephone booth on the pavilion. Rawk Hawks is outside the locker room. He says to stop stealing the spotlight, or Mario will get hurt. Perhaps he sent the hate mail. Go outside to the phone booth and you'll find the Storage Key. X sends a follow-up email, telling you to go to the storage room, which is to the left of Grubba's office. Unlock it and you'll find Ms. Mowz. Mario's partner asks if she made the noises the guards heard, but she insists that she's silent. She tells them someone else is here and that the arena has its secrets. Mario should be careful, or he'll end up like the souls upstairs. She found what she wanted, so she kisses Mario and leaves. X sends another email saying to find the staircase switch so they can reach the attic. Have Flurrie blow away the crates to reveal blocks. Break the ones on the right to find the Charge P badge. Break the ones on the left to reveal a switch. Hit it to make the stairs appear. Upstairs is a locked door, as well as a Shine Sprite. Hover from the middle crates to go left. Use the Super Hammer on the large block to reveal the HP Plus P badge on a crate (hover to reach it) and a hole in the floor.

Drop down into the crawlspace. You'll hear voices through a hole. Listen and you'll hear Mr. Grubba and Jolene talking. Mr. Grubba asks Jolene if anyone was found in the storage room. She says the storage room is secure and that precautions have been taken. In her opinion, it was likely a cat. Grubba says they don't keep anything important in there. He asks about King K. She doesn't know where he is, so they delete his spot on the roster, removing any official connections to him, KP Pete. They take the same steps with all fighters that go missing, which has been happening a lot lately. King K is the fifth one this year. Grubba heard that security thinks the pit is cursed. He tells Jolene to tell the others that King K went home for a while, because nasty rumors are bad for business. He asks Jolene why she disappears sometimes, but she says it's none of his business. He asks if she's heard of the Crystal Star. She's startled by the question, but denies hearing of it and leaves. Grubba mentions to himself that the Great Gonzales is the only draw he has left since fighters keep disappearing. Mario's party member speaks and Grubba hears them. Answer with a meow, a squeak, or a belch to make him think it's only a critter running around. If you choose to belch, he'll think it's a burping beetle. Grubba leaves the office. Walk to the left to find a vent. Flip sideways to drop back down into the storage room. Time to continue battling for the title.

18. Hamma, Bamma, and Flare are up next. They are trio of a Hammer Bro, Boomerang Bro, and a Fire Bro. The Hammer Bro has 7 HP, 4 attack, and 1 defense. The Boomerang Bro has 7 HP, 2 attack, and 1 defense. The boomerang it throws will hit Mario and his party member twice, so guard twice. The Fire Bro has 7 HP, 3 attack, and 1 defense. Its fireballs can burn to slowly reduce HP, like poison. When their HP gets low, all of them will attack repeatedly in a barrage. My condition was to not use the hammer. You'll get 14 coins and rise to rank 3.

After the battle, you'll get an email saying that this is your last warning to stop snooping around about the Crystal Stars. Otherwise, you'll suffer the same fat as the missing ones. After you reserve your next match, Jolene will bring in some cake from an admirer. Leave it alone.

19. Chomp Country is your next opponent. The team consists of two Red Chomps. They have 6 HP, 5 attack, and 3 defense. To beat them, use special moves, items, or Gulp. My condition was to let them hit me five times. You'll get 15 coins and rise to rank 2.

After the battle, the Shady Koopa will be on the floor. He says his body went numb after eating the cake, meaning it was poisoned. Now that you have enough Shine Sprites, take the opportunity to return to Rogueport and upgrade your Yoshi.

20. Your last opponent in the major leagues is the Koopinator, a Dark Koopatrol. He has 25 HP, 5 attack, and 2 defense. He can also charge up his next attack. My condition was to not use FP. It has a spike, so don't jump on it. You'll get 15 coins and your rank will rise to 1. The next battle is for the championship.

Before you can reserve the championship match, X emails you, saying to remove the Gonzales posters in the lobby. Go to the lobby and you'll see that all of the posters have been replaces with Gonzales posters. Have Flurrie blow them away. The one you want is on the second floor, to the left of the double doors. Behind it is the Storage Key. X emails you to go to the second floor of the storage room. Go back to the storage room and unlock the door. Use the Yoshi to cross the gap between the crates and you'll hear a noise on the other side of a large block. Use the Super Hammer to break it and reveal Bandy Andy and King K lying on the floor, with flies buzzing around them. King K can't talk, but Bandy Andy says not to go near the ring when no one is around. Try to leave and you'll see Jolene behind the door. She closes the door. Leave the room and reserve the title match when you're ready.

Security will take you a different route to get to the ring, and takes you to an empty minor league locker room to wait. Grubba's onstage with Rawk Hawk, saying that he's excited for the match and that Gonzales made it through the ranks faster than Rawk Hawk. Inside the locker room, Mario discovers he's been locked in. If he doesn't make it to the ring in time, he'll forfeit the match. Go to the right wall and blow away the Peach poster. This reveals a hidden room with a TV. Go through the locker to reach the other major league locker room. It's also empty and locked. Go to the bathroom and stand on the toilet. The toilet will flush Mario through the plumbing to the other major league locker room, which is unlocked. Leave and save the game, then head for the arena.

In the arena, the crowd cheers for Gonzales. Rawk Hawk says Mario should've stayed locked up. He ordered security to lock Mario in there and sent the poisoned cake, but knows nothing about the Crystal Stars.

21. Rawk Hawk is the champion and final opponent. He has 40 HP, 3 attack, and 1 defense. He's good at aerial moves and doesn't fight fair. He can do a double flip that will hit both Mario and his party member, a slide kick that hits whoever is in front, and, after a while, will grab onto the rafters and shake them to make stage debris hit Mario and his party member repeatedly or heal himself. When he's hanging from the rafters, jump attacks can't reach him. Body Slam or throwing something will knock him off the rafters. He can also hang on the wall and dive. My condition was to use at least one special move. Power Bounce is a good move to use, as well as Yoshi's Ground Pound, if you upgraded him. He'll give about 12 SP on defeat, saying he lost to losers.

Grubba says he witnessed a miracle in this legendary bout. Gonzales is now the champion and gets the Champion's Belt. Jolene takes him to the champion's room, where there's a bed that restores Star Power.

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!

Thursday, April 17, 2014

Super Mario 3D World: Flower-11 -- Spiky Spike Bridge Sneak

This level is a little trickier than Spiky Spike Bridge. You'll notice that the spikes don't appear. They don't appear until you stand in the spotlight, and will remain until the spotlight is no longer on you. Go past the Fire Bro and grab a Lucky Bell. Warp to the next area, where the spotlight moves over the spikes. Keep an eye on it so you can sneak past it. The first Green Star is on the left tower in the back, past some sequential spikes. Up ahead are moving spike bridges. Cross when the bridges are not in the middle, where the spotlight is. Go past the Fire Bro and warp to the midpoint.

The warp past the midpoint will take you to some fast-moving sequential spikes. In the middle is a tower with the second Green Star on its side. Climb up with the Cat Suit to get it. Go to the end of the sequential spikes and take the clear pipe to a set of spikes with a very large spotlight. Across the spikes and some donut lifts is the third Green Star, over some spikes with their own spotlight. Stand in the shadows of the brick blocks in the big spotlight, then quickly jump over to get the Green Star, then jump before the spikes appear. Sneak around the corners of the large set of spikes, then wait for the sequential spike platform to get close. Keep jumping to avoid the spikes, then transfer to another platform. This one will take you to the warp box to the flagpole. There are spikes on the stairs, but the spotlight shines only on the top step.

There are no stamps in World Flower.

Tuesday, April 15, 2014

Super Mario 3D World: Flower-9 -- Towering Sunshine Seaside

You have 100 seconds to start. Set against a beautiful sunset, you can see an enormous stack of Goombas. Go to the left first. Grab some clocks and hit some item blocks. Some of them will turn into Cannon Boxes. Ignore them for now and grab a Fire Flower. To the far left are four torches and a shorter stack of Goombas with a Fire Bro. It will take too long to wait for the Fire Bro to light the torches, so light them yourself. This will make the first Green Star appear. Use fireballs or cannonballs on the Goombas and Fire Bro. Go to the right, grab a Cannon Box if you haven't already, and use it to defeat the Fire Bros on the smaller stacks of Goombas. Go through the clear pipe. This will take you to the cloud with the second Green Star. To the far right, in a corner, is the third Green Star. Go back to the very tall stack and aim at the Goombas. This may take a while to clear them all out. Once all of the Fire Bros have been defeated, a warp box to the flag will appear.

There are no stamps in World Flower.

Thursday, April 10, 2014

Super Mario 3D World: Flower-4 -- Faster Fort Fire Bros.

You have 30 seconds to start and must collect clocks along the way. Near the start is a stack of Goombas with the first Green Star. Dodge the fireballs of the Fire Bros near the clear pipes, go past the fire bars, then kill the Fire Bro on the stack of Goombas for the warp box. On the back wall are invisible triple item blocks near a Thwomp. Use them to reach the top of the wall and go left for the second Green Star. Be quick and grab more clocks . Go through the pipes where the Fire Bro is. To the right is a glowing spot. Pound it for the third Green Star. Over the POW Blocks with the Blocksteppers are more clocks. Go through the long pipe, which has two clocks. Kill the Fire Bro to make the warp box appear. Stomp the shorter Goomba stack to make your life a little easier. The warp box will take you to the flagpole.

There are no stamps in World Flower.

Friday, April 4, 2014

Super Mario 3D World: Mushroom-5 -- Back to Hands-On Hall

When you drop into Hands-On Hall this time, there are two Fire Bros to greet you. Open the doors and ring the gong to make a pipe appear. The pipe will take you to an area with a couple of Boomerang Bros. Defeat them and follow the coin trail to the triple item block. Get a baseball and open the door. The purple wall enemies are behind the door, so throw the baseball at them to temporarily clear them away. Hold onto the baseball. Go behind the wall, all the way to the right for the first Key Coin. Go through the door to the left and up the stairs, where you'll find a Hammer Bro. To the left are more doors. Open them and ring the gongs to make the stairs drop down and flip a wall. Grab another baseball from the triple item block and go upstairs. Throw the baseball into the clear pipe so you can reach the first Green Star. To the right are more doors with Hammer Bros and spikes. Use the baseball to get the Key Coin. The last doors on the right have purple wall enemies covering a gong. Clear them out and ring the gong for the last Key Coin. This unlocks the warp box to the midpoint.

Get the Green Coins from the Green Ring for the second Green Star. Grab a Propeller Block and head towards the back wall, dodging Podoboos, Fire Bros, and Hammer Bros. There are gongs on the left and right side of the roof. The right gong gives you coins. The left gong makes a warp box appear on a cloud. It leads to the third Green Star and some coins. Use the Propeller Block to reach the top of the roof, where the flagpole is flying back and forth.

There are no stamps in World Mushroom.

Wednesday, March 19, 2014

Super Mario 3D World: Bowser- Castle -- The Great Tower of Bowser Land

It's time to finally take on Bowser. You'll need 170 Green Stars to unlock this level. At this point, we have 240. Bowser's tower looms in the distance, with seven rainbow lights at the top. You start near Bowser's wrecked car. You can stand in it, but you can't do much else. Take  the gondola down to the roof of a building. Fireballs will rain down and form pools, making it more difficult to dodge the Fire Bros. Walk up the roof until you see a clear pipe. Go towards the screen and carefully drop down to the first Green Star. There's an invisible triple item block to the right so you can get back up. Take the clear pipe to another rooftop.

There are three Cat Goombas in the area. Grab a Super Bell from the item block nearby, then board the Ferris wheel with the Bullies. Push all of the Bullies off to make the second Green Star appear in the center of the Ferris wheel. Past that is Captain Toad, there to cheer you on. He doesn't have anything for you, so hop into the gondola. The gondola takes you to the base of the tower.

Run towards the tower, and Bowser appears. He has a Super Bell, but it's not for you. He puts it on his neck and turns into Meowser. Instead of challenging you there, he starts climbing the tower. You should do the same. The area starts to automatically scroll. Pick up a Super Bell from the item block and start jumping up the clouds. Be aware of where Meowser is, as he will climb up, drop down, and move around, making clouds temporarily disappear and destroy solid platforms. Along the way, take the clear pipes up higher and keep moving. There's a Green Ring which will give you the third Green Star. Eventually, you'll reach a flat area of the tower. Meowser will land and sit on a POW Block on the back wall. Run to it quickly, as he will breathe walls of fire at you. Hit the POW Block immediately. This will send him flying away. The back wall drops, revealing a clock and a pipe. There's an invisible triple item block if you need another power-up. Go through the pipe and you'll see Meowser climbing up the tower alongside you. He drops out of view and gets a Double Cherry, making two Meowsers  run up the walls. The pipe takes you to the midpoint.

Even at the midpoint, the level is still scrolling. Go past the Cat Goombas and launch using the springboard. You'll have to start ascending this part of the tower, either by climbing or solely platforming. There are solid platforms and clouds here. Some clouds are invisible. Do not stand in front of cracked parts of the wall, as a Meowser will appear shortly and attack. Towards the top are trapezes that will get you to another flat area of the tower. Run up the stairs as quickly as you can, but be careful, as Meoswers will appear from the walls and the camera is still scrolling automatically, even when you go around a corner. At the very top, we see the source of the lights: Meowser has the jar with the Sprixie Princesses. He's standing atop a giant POW Block. Hit it four times, dodging the flames of the other Meowsers surrounding the tower. Meowser will fly off, releasing the Sprixie Princesses to a fanfare. A Bowser-shaped firework appears in the sky. The Sprixie Princesses are freed. A pipe appears.

The pipe takes you to a peaceful area in the sky. Over the bell tree is the stamp. The Sprixie Princesses are by the flag, saying "Hey!". Once you hit the flagpole, they'll dance in the order that you rescued them. Roll credits!

Mario, Luigi, Peach, and Toad will be in cat suits and go through a clear pipe, going past all of the characters they met, including Plessie, Boom Boom, and Pom Pom. The Observatory appears in the background. At the end of the credits, the pipe takes them to the Mushroom Kingdom. Fireworks appear over the castle. We get some messages. The best times for completing courses will be displayed and fast Ghost Mii Characters will come and visit courses. Total lives lost will be displayed on the file, along with a star.

The stamp is of Meowser. In World 1, the Sprixie Princesses are gathered around a rock.

Thursday, March 13, 2014

Super Mario 3D World: Bowser-Train -- The Bowser Express

Bowser's got a train in his world. It's an automatically scrolling level. The first Green Star is on the back of the caboose. To reach it, hit the invisible block over the triple item block on the side of the train so you can board. Be quick about it. Ahead is a stack of Goombas with a Fire Flower in the middle. Pound them to get it. Also on board the train are Conkdor. Use fireballs to get rid of them, or run past them quickly when you have room. There's a pendulum made of a spike bar on the next car. Jump over it when it's low, then go into the next car filled with water. There are Madpoles in the car, so drop down to where they can't get you and hit the POW Block. Up ahead are two spike bar pendulums and a Green Ring. Collect the Green Coins to get the second Green Star, then get onto the roof of the next car by bouncing on the ants. You'll find the stamp here. Alternatively, you can go through the door, where there are Goombas and Microgoombas. The next car is the engine with a Hammer Bro and Fire Bro. The Fire Bro guards the third Green Star in the engine room.

The pipe takes you to Pom Pom. She'll make many copies of herself: first 6, then 8, then 9. Stomp the one with the pink ninja star three times to defeat her. A warp box to the flag will appear.

The stamp is of a Conkdor.

Monday, March 10, 2014

Super Mario 3D World: Bowser-1 -- Spiky Spike Bridge

When Bowser took all of the Sprixie Princesses at once, he created a clear pipe to his own world, World Bowser. It's a large amusement park.

In this level, it's rainy and dark. Most of the path is covered in spikes. Sometimes, the spikes appear in a sequence instead of all at once. There are parts of the level not covered in spikes. One area has a Para Dry Bones and a Super Bell. Cross the spikes ahead to a warp box. Up ahead are long stretches of spikes. In one corner is a Fire Bro. Go left of the Fire Bro and climb up the wall for the first Green Star. Past the Fire Bro are moving bridges with spikes. Use the POW Blocks to get rid of the Para Dry Bones for a short time. The warp box ahead leads to the midpoint.

Past the midpoint is a warp box that leads to an area with more spikes. Go to the left for the stamp. Return, jumping over the spikes. In the middle is another Fire Bro. Climb up the tower for a Mystery Box. In the Mystery Box, climb the wall and drop down to the P-Switch. This makes the second Green Star appear. Climb back up the wall and jump over the right wall to get the Green Star. At the end of the long stretch of spikes is a warp box. This will take you to an area with many Para Dry Bones. Grab the Starman in the item box to get rid of them. To the left is the third Green Star on some donut lifts. Wait until the floating platform with spikes is approaching and close to get the Green Star, then jump onto the platform. Dodge the sequential spikes, then transfer to another platform with spikes. This one will take you to a warp box to the flagpole. There are spikes on the stairs.

The stamp is of a Para Dry Bones.

Sunday, March 9, 2014

Super Mario 3D World: Castle-Castle -- Bowser's Lavalake Keep

It's time to finally take on Bowser! You'll need 130 Green Stars to unlock the level. To get all of the items, I recommend bringing in a Cat Suit. There are Boomerang Bros and Podoboos here. Stomp the Boomerang Bro near the first Green Star for a Boomerang Flower. You'll need to switch between the two to get the Green Stars and stamp. The first Green Star is low over the lava between two walls. Slide down, then wall jump or climb to safety. To the right is a soccer bomb blaster and some gray bricks. Behind the blaster is a grate with the second Green Star on top. Climb using the Cat Suit to get it. Go back down and use a soccer bomb to destroy the gray bricks. Wall jump up or climb in the area where the gray bricks were for the stamp. Step on the P-Switch at the bottom to lower the grate so you can walk on it. Up ahead are square spike bars and Fire Bros. It's easy to get rid of them with the boomerang. Up ahead are more soccer bomb blasters and the midpoint.

There's a long, narrow pathway ahead where many Podoboos will appear. Run quickly to avoid being burned. The third Green Star is over the lava. Use the boomerang to get it. If you need an extra powerup, there's a Boomerang Flower past the second set of Podoboos, in an invisible block over a metal plate. Keep the Cat Suit if you can. Up ahead are the square spike bars and Hammer Bros. Defeat the Hammer Bros. to make a path appear to the warp box.

The warp box leads to some stairs. At the top of the stairs, Bowser appears in his car again. It's the same battle as before, with spikes and lava pillars. At points, the road will split so there is no middle part of the road. Bowser also breathes fire more often. Switch to the Cat Suit to make the soccer bombs do more damage to Bowser's car. Once he is defeated, the bridge falls and Bowser falls into the lava. A fanfare plays and the warp box to the flagpole appears.

The red Sprixie Princess is trapped at the flagpole with the other six flying around her. Break the jar and all of them dance. Bowser reappears, grabs them, and stuffs them into one large jar. He leaves, the jar smashes, and a beam of light appears from below. Outside the castle is a sparkling clear pipe.

The stamp is of Boomerang Mario.

Tuesday, March 4, 2014

Super Mario 3D World: Castle-C -- Fire Bros. Hideout #4

There is a hidden pipe near Castle-4. The pipe leads to Castle-C. You have 100 seconds to defeat seven Fire Bros. The best way to do this is to stand between them so they hurt each other. Stomp the ones that remain. A Green Star will appear when you win.

Saturday, March 1, 2014

Super Mario 3D World: Castle-1 -- Fort Fire Bros.

There are many Goomba stacks and Fire Bros here. Blue lava bubbles pop out of the blue lava. Clear pipes connect the areas here and Fire Bros can throw fireballs into the clear pipes to hurt you. The first Green Star is in an H-shaped tube. Grab a Fire Flower from the item block and go past the fire bar. Ground pound the center brick block of the fire bar to get the stamp. There's a Fire Bro at the end of the area that will sometimes stand on a stack of Goombas. Kill the Fire Bro to make the warp box appear.

The warp box takes you to the midpoint. There are some Thwomps here. On the wall is an invisible triple item block. Use it to reach the top of the wall, then go left. There's a pipe that takes you to a room with a P-Switch. Hit the small, blue P-Switch to make a green star ball appear. Jump to manipulate the flip-switches so the ball lands on the P-Switch in the background. This will make the second Green Star appear. Return to the main level and jump across the gaps to the tops of other walls. You'll find a clock up here. Drop down and you'll see two clear pipes. There's a Fire Bro at the other end that will be sending fireballs through the pipes. Go through the pipe he's not sending fireballs through to reach the other side. Trying to send fireballs to kill him will not work well as his fireballs and yours will cancel out. Once on the other side, you'll see a Green Ring. Collect the Green Coins for the third Green Star near the Blocksteppers. Ahead are a couple of Goomba stacks and one Fire Bro. He'll switch between the stacks. Take out a stack to hit him more easily. Kill him to make the warp box to the flagpole. There's a Fire Bro between the stairs.

The stamp is of Fire Mario.

Thursday, February 27, 2014

Super Mario 3D World: 6- Castle -- Bowser's Bob-omb Brigade

It's nighttime and Bowser's soldiers and tanks are out in force. It's another automatically scrolling level. There are Fire Bros on some of the tanks, so keep an eye out for them. Grab a Tanooki Suit from the item block and you'll see some Bob-ombs coming from some Bowser boxes. Use them to blow up the gray bricks to reveal a giant item block. These item blocks make bridges to areas you can't normally reach. The first one leads to a Hammer Bro on a different tank. The Bob-ombs or ground-pounding make the bridge extend all the way at once. There's a triple item block that spews an infinite amount of Bob-ombs. Use them on the giant item block to form a bridge to the first Green Star. Nearby is a Red Coin Ring and a Fire Bro. Ahead, the ground splits. There will be smaller tanks in two columns. Grab a Bob-omb and use it to blow up the gray brick on top of a tank for the second Green Star. Hit a giant item block ahead to get the third Green Star. There's a tank with a pipe at the end. Use a Bob-omb to blow up the back wall to get the stamp.

Through the pipe, you'll meet Boom Boom again. He'll make a copy of himself, which will remain in its shell. Hit the real Boom Boom and he'll make more copies. After three hits, he'll be defeated and a warp box will appear. Go to the flagpole to free the azure Sprixie Princess. She'll use her wrench to make a clear pipe.

The stamp is of a Blockstepper, the soldier enemy.