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

Saturday, June 14, 2014

Paper Mario: The Thousand-Year Door -- Chapter 1: Castle and Dragon -- Part 1

The pipe from the underground ruins takes Mario and Goombella to Petal Meadows, a grassy area with pleasant music. Hit the trees to the left for a Star Piece and a Mushroom. Walk down the hill and something giant flies overhead towards the castle. Goombella notes that there's already intrigue, even though their adventure just started. The item block in the area has a Mushroom. Go east. The red item block has the Close Call badge. Hit the brick block for some coins. Go east and check the shrubs for coins and a pipe. The pipe takes you to the background. Hit the switch to make a bridge assemble over the river. Walk to the far right for a Star Piece. There's a Fire Flower in the item block on the other side of the bridge.

Walk east to enter Petalburg. A Koopa welcomes Mario and Goombella, saying that they get few visitors, due to their remoteness, and Hooktail, the dragon. Hooktail flies overhead periodically, which scares everyone. This Koopa doesn't know about the Crystal Stars, but says the mayor, who lives in the pink house, might. On the west side of Petalburg, you'll find a white Bob-omb, named General White. He lost his hopes and dreams and wants to be left alone. He's standing in front of a house belonging to a Koopa who's a huge Peach fan. He has many pictures of her. He says that Hooktail lives in the castle nearby and may have some treasure. No one has returned from the castle. Go east and you'll see many Bub-ulbs. There's a Toad here, who says there's a monster in the fortress outside of town. Attacks don't affect it, not even fire. The mayor's pink house is here. Mayor Kroop is at home and thinks Mario and Goombella are thieves. He says there's nothing to steal and to leave his photos alone. Mario explains that they're looking for the Crystal Stars and Mayor Kroop says that Hooktail has one and that the dragon eats people. If Mario beats Hooktail, he'll receive gratitude and rewards. He asks Mario's name and calls him Murphy. He tells Murphy that he needs to find the secret pipe to reach the castle and, to find the pipe, he'll need the Stone Keys. The Stone Keys are in Shhwonk Fortress. He'll give permission for Mario to leave through the east gate.

Go outside and you'll receive an email from Professor Frankly. You can read it on the Mailbox SP. Mario will receive lots of information this way. At the bottom is a picture of Frankly near the trash can, which has something in it. Go back to check the trashcan for parts of the Tattle Log. The Koopa guarding the east gate will open it for you. Before you can leave, a Koopa appears. His name is Koops and he heard that Mario was going to Hooktail Castle. He wants to ask a favor of Mario, but chickens out and says to forget it. Go east.

Check the shrubs in the area. One of them has a Star Piece. There are Koopas here. They have 4 HP, 2 attack power, and 1 defense power. Flip them over with a jump attack to reduce their defense to zero. One of the shrubs has a POW Block. Hold onto it and go east into the fortress. Inside, the door is locked. Check the pedestals and the enemies on the pedestals come to life. They are Bald Clefts. They have 2 HP, 1 attack power, and 2 defense power, rendering your attacks usesless. Fire attacks are also ineffective. Use the POW Block to defeat them. The door unlocks. Go east, which leads outside. There's a shrub near the entrance to the next part of the fortress with another POW Block. Go inside and check the pedestals. The enemies, Bristles, will attack. They have 2 HP, 1 attack power, and 4 defense power. Fire attacks don't work and their spikes will hurt Mario if he tries to use a hammer attack. Use the POW Block. The door unlocks and you can go east to the outside. The item block in the area has a Fire Flower and there's an Inn Coupon on the ground. It makes a stay at any inn free. There's a Heal Block at the entrance to the next building. You'll have to pay the coins posted on top of the block to get a full heal.

Go inside and save. Check out the Thwomp Statue and it says it's been a while since it had contestants. If Mario wants the Stone Keys, he'll need to win at the Thwomp's game. Otherwise, he'll suffer a terrible fate. The challenge is the 65th Super Fun Quirk Quiz. Answer 5 questions correctly to win. Get three wrong and you'll suffer the terrible fate. The questions are as follows:
1. What is hidden in Shhwonk Fortress? Stone Keys
2. What is the cost of a Mr. Softener and a Fire Flower, total? 16 coins
3. What is the name of the mayor of Petalburg? Kroop
4. What is located in Hooktail Castle? Crystal Star
5. How do you get from Petal Meadows to Rogueport? By a pipe

When you win, the Thwomp is angry about losing. He lets them through, revealing a pipe. Save and go through the pipe. It leads to an underground tunnel that has some water in it. In the item block is the Multibounce badge. Be sure to equip it. You can go either east or west and you'll need to go in both directions. Try to stay out of the water to move a little faster You'll find Fuzzies here. They have 3 HP and 1 attack power. They'll drain your HP to restore their own. To guard, press (A) the moment the Fuzzy releases you. The timing can be tricky. Go to the far east and you'll find the Sun Stone. Once you get it, a Fuzzy attacks and you'll have to battle four of them simultaneously. To the far west is the Moon Stone. Once again, you'll have to battle four Fuzzies. Be sure to heal. Return to the part of the tunnel with the pipe and a Gold Fuzzy appears. It says that this is their place and Mario's rude for coming here. It attacks. It has 10 HP and 1 attack power, but it doesn't drain HP. It summons a swarm of Fuzzies which collectively have 20 HP. A few of them will attack one at a time. Focus your attacks on the Gold Fuzzy to win the battle. Leave through the pipe and save.

Go back to Petalburg and leave the town to the west. Koops is there, wanting to talk. He begs Mario to take him to fight Hooktail. He says his dad tried to, but never came back. He wants to finish what his dad started and get revenge. He's been called a crybaby and a weakling and he'll be strong if he defeats Hooktail. Let him come along. Use (X) to shoot his shell to pick up or hit distant objects. Hold (X) to hold the shell in place after shooting, then release to fire the shell past Mario. Mario can move while the shell is being held. In battle, he can use Shell Toss and Power Shell. Press (START) to change party members. A Koopa named Koopie Koo appears, saying she doesn't want Koops to go. Koops wants to be tough for her. She doesn't care that he's timid; she just wants him to be himself. He says his mind's made up and she hits both him and Mario with her shell, calling him a stubborn Koopa.

Go west and take the pipe up to a tall pipe. Use Koops to get the Happy Heart badge. Walk west back to where you can see the castle. Place the Stone Keys in the stones and the ground shakes. Two switches are revealed, as well as some writing on the center stone. The switches must be hit at the same time. Hold Koops's shell out in line with one switch, walk to the other one, and release the shell as you jump on or hit the other switch. The ground shakes again and rocks fall off the center stone, revealing a pipe. Go through it to reach the background and walk into the castle. Go east to see Hooktail Castle.

Friday, May 23, 2014

Paper Mario: Chapter 5 -- Hot Hot Times on Lavalava Island -- Part 1

The whale ferries Mario and Kolorado across the sea and eventually reaches Lavalava Island. Kolorado sees Mt. Lavalava off in the distance and runs off. There's a Stopwatch behind a shrub. You'll find small ferns on the island that give Mario hearts when he touches them. They're called Heart Plants. There are blue Spinning Flowers on this island Mario can stand on and float in the air. Press [Z] repeatedly to float higher. In this area, you can reach coins this way.

Go southeast. Hit the coconut tree for a Coconut. You can throw these at enemies with 1 attack power. Up ahead is a Fuzzy attacking Kolorado. It's a Jungle Fuzzy. Jungle Fuzzies have 7 HP and give 2 SP. They have 2 attack power and will keep attacking and draining HP until the action command is performed. This means you have to repeatedly press (A) until the meter is filled. Save Kolorado and he runs off again. There's a letter on the nearby rock. It's addressed to Igor, the shopkeeper in the mansion in Forever Forest. Go east to Yoshi Village.

The village is full of Yoshis going about their lives. Talk to the Yoshi Kids and you'll find they're up to something. Sushie, the purple Cheep-Cheep will stop them, as she is in charge of keeping an eye on them. Talk to the red Yoshi Kid with Parakarry to deliver Dane T.'s letter. He has a letter in response. Heal in the Toad House if you need to and save, then go east into the jungle.

There's a cry for help once you enter the jungle. It's Kolorado getting himself into trouble again. He's being attacked by a Spear Guy. Spear Guys have 7 HP, 3 attack power, and give 2 SP. They'll either point their spear at Mario or up in the air. Do not attack them with the hammer when the spear is pointed at Mario or you'll take damage. They will stab Mario with the spear or throw the spear at him. After throwing the spear, they become normal Shy Guys. Once you save Kolorado, he runs to the right, where you can see the entrance to the volcano. Unfortunately, it's blocked by a river of lava. He decides to return to the village for clues, but not before a false alarm call for help as a joke.

In Yoshi Village, the Yoshis are panicking. The Yoshis will tell you that the Yoshi Kids went missing, probably into the dangerous jungle. They aren't thinking straight, so they're not much help. Talk to the chief, the one wearing the feather. He'll try to calm the other Yoshis down and asks Mario to help find them. Go northwest of the item shop to enter the jungle.

Check the nearby shrubs to make them part. There are a lot of dangerous enemies here, many of which are disguised as plants. Avoid checking out the shrubs that are blue in color. These are M. Bushes, sneaky enemies with 8 HP and 3 attack power. They have a poisonous bite and give 2 SP. Hurt Plants look like Heart Plants, but you can't tell them apart until you touch them. They have 8 HP, 2 attack power and give 2 SP. Their bite is also poisonous. Go east.

Sushie calls out to the Yoshi Kids. Cross the log bridge to the island and you'll see Sushie in a tree. Hit the tree with the hammer multiple times. She's thankful for the help. She fell into the Yoshi Kids' trap. Sushie says the jungle is dangerous for Mario as well. Mario explains that he's helping to find the Yoshi Kids and Sushie wants to team up and join the party. If you stand on docks, she can swim with her. Press the same button to dive. She has a jump attack called Belly Flop and can spray water with Squirt. Use her power to reach a Star Piece. On the same island, hit the tree for a letter. There's a Bub-ulb on the island, but he says the seed is not ready yet. Go west.

There's a Spear Guy on an island with a badge block. The badge is the Power Quake badge. Go west while swimming and you'll reach an island with a Spear Guy and a Super Block. Upgrade Sushie. Swim to the other dock in the area and you'll here crying. Part the shrubs, battle the M. Bush, then check the shrub behind it to find the red Yoshi Kid. He's scared because they were playing hide-and-seek, but the M. Bush trapped him here. He's sorry he disobeyed Sushie and heads home. If you go southwest, there's a shortcut to the beach where the whale is waiting.

Go north and part the shrubs. There's a coin over plant. Ignore the plant as it will hurt you. Hit the tree for a Fright Jar. Go west while swimming. Dive down into the water for a Star Piece. Get on land and hit the log to make a bridge appear. Cross the bridge and talk to the blue Yoshi Kid. He was "it" in the game, but he couldn't find anyone and got lost. He asks Mario to be "it" and find everyone because he's going home. Don't hit the tree unless you want to battle a Jungle Fuzzy. Return to the previous area and go east.

Hammer another log to make a bridge. There's a statue of a raven here. Go to the south dock and go south. The purple Yoshi Kid is sleeping in a tree. Use a hammer to knock him out of the tree. He took a nap in the jungle and thinks it's not so bad, but he's lonely. Make another bridge, which will take you to the village. Return to the area with the raven statue and go east. The yellow Yoshi Kid is being attacked by Putrid Piranhas. They have 12 HP, 3 attack power, and give 2 SP. They can bite Mario or try to poison him with their poison breath. Beat them and the yellow Yoshi Kid is thankful and sorry. Return to the area with the statue.

Near the entrance to the jungle is an island with a high wall and a blue Spinning Flower. Use it to reach the top, where a Spear Guy is. Part the shrubs to reveal a pipe. The pipe takes you into a dark cave. Use Watt to see so you can reach the green Yoshi Kid. He was spinning on the Spinning Flower and ended up in here. He couldn't find a way out. Now that all give Yoshi Kids have been saved, return to the village.

Talk to the chief Yoshi near the raven statue on an island in the village. He's thankful Mario saved the Yoshi Kids and no expression of gratitude is enough. Kolorado told him that they wanted to go to Mt. Lavalaava. He says he'll show them the way and gives Mario the Jade Raven. The Yoshis ask Raphael the Raven, the island's master, for help. He lives in the depths of the jungle. To find him, they must place the Jade Raven into Raphael's statue, but it's difficult to find. Sushie wonders why Mario is going to such a dangerous place as Mt. Lavalava and doesn't approve of it. Mario explains and she's touched by the romantic story of saving Peach. She'll stick with him, as she loves taking care of others and Mario will need her help.

Go northwest into the jungle, cross the split log bridge, then north again. This will take you to the statue, which is on the north side. Place the Jade Raven into the statue and it moves, revealing a path to the north. There are several trees with vines here. Pull on the vine of the far left tree for an Egg and the one near a pink flower reveals the path to the north. There are blue blocks and a water spout. Push the blocks over the water spout to make it appear somewhere else. Once you cover all of the holes in the ground, the water spout pushes a giant rock out of the way, revealing a path to the north. Plug up that water spout so you can continue. Once again, you'll find more vines. They make a Fire Flower, a Mushroom, and Fuzzies appear, as well as the path to the north.

In this area, you'll hear someone laugh. There are three Putrid Piranhas here and they're joined by a white Magikoopa. The Magikoopa has 11 HP, 3 attack power, and gives 5 SP. It can heal other enemies, so deal with it first. Defeat all of them for 11 SP, then go east.

You'll see a giant tree. Go through the doorway and save. Go up the stairs, which lead to a door. On the outside, climb up the vine circling the tree to the very top. You'll find the Happy Heart badge here. Partway up the tree is a doorway back inside. Take the stairs up to the top of the tree. There's a giant Raven in the nest that talks like he's on a CB radio. His call sign is Raphael the Raven. It's been a while since anyone came. Mario explains the situation and Raphael says he knew Mario was coming, due to a message from the stars. He'll give Mario something later. He caws for Ravens and they drop in. He explains the situation to them and they all jump off the tree. Follow suit and jump off the tree as well. Raphael raises the tree root so they can go east.

The Ravens are working on a tree. Kolorado appears. The Ravens build a zipline to the volcano and a basket to reach the tree where the zipline is. Kolorado goes first. Raphael calls him bold and certifiably nuts. The item Raphael mentioned earlier is the Ultra Stone, which can upgrade any Super Ranked party member to Ultra Rank, increasing their attack power and giving them another attack. He says ranking up party members is the key to success, as a Star Spirit told him in a dream. Take the basket to the zipline and use that to reach the volcano's entrance, where there is a Heal Block. Go inside.

Tuesday, May 20, 2014

Paper Mario: Chapter 4 -- Trails in the Toy Box -- Part 1

Mario lands in Shy Guy's Toy Box, which, oddly enough, has a functioning railroad. The map shows that there are four train stations and that the spring to exit the Toy Box is at the Blue Station. Mario's stuck at the Blue Station for now, as there's no train on the tracks. Go southwest (towards the screen on the left side).

As expected, this place is crawling with Shy Guys. In fact, the only enemies in the Toy Box are Shy Guys, with the possible exception of enemies Peach chose earlier and an enemy that hides in the shadows. All of them have 7 HP and give 2 SP. First, you'll encounter normal Shy Guys. They have 2 attack power normally, but if they do an acrobatic attack, initially marked with a sound effect, that attack will have 3 attack power. Here, you'll find a gray Shy Guy guarding a chest. Leave him alone as he is very strong. Deal with him when you are much stronger. Also in the area are Groove Guys, who are dressed like jesters. They have a spin attack that will make Mario dizzy, and they can also dance for reinforcements. Go west.

This area is filled with Shy Guys carrying some stolen stuff as well as some items you can use, like Mushrooms, Fire Flowers, and Cake Mix. The Calculator from the badge shop is here, so be sure to get it back. Once you've collected all the items you want, return to Blue Station and head southeast from there.

Kammy Koopa appears near a chest and guards the chest with the first choice Peach picked. If it's an item, Kammy Koopa doubts whether to trust Peach. In this room are large boxes decorated with stars on them. Stand on them and spin jump on them for a boost. Use them to cross gaps. In this area, you'll find Sky Guys. They hang from balloons and attack with sling shots with 3 attack power. You can attack the Sky Guy or their balloons to make them into normal Shy Guys. On the back wall are three buildings. Go through the doorway of the middle building, then go upstairs. You'll need to go up the stairs on the outside to reach the roof. Cross the gap with Parakarry to the left for a Star Piece and to the right to get over the wall. Use the coin block in the gap as a stopping point when crossing to reach an item block with a Thunder Rage. The chest at the far end contains the Storeroom Key for the southwest item shop. Return to Blue Station and pick up a Star Piece from behind a yellow hexagonal prism on the ground. Return to Toad Town.

Return the calculator to the badge shop so it can open again. You'll get the I Spy badge as a reward. Go to the southwest item shop and unlock the storeroom door. The owner says Mario can take anything from the backroom. There are four items: the Toy Train, a Dizzy Dial, a Volt Shroom, and a Snowman Doll. Take what you want, but be sure to grab the Toy Train. Go back to the house with the Toy Box and check out the box before going inside. Toss in the Toy Train and it becomes a full-size, fully functional train. Jump back into the Toy Box.

The Toads at Blue Station are amazed to see a train and thankful to be employed again. Hit the switch on the right to send the train to the east, to Pink Station. When you get there, check the nearby chest for the Mailbag. Go west. Here, you'll find Spy Guys, Shy Guys in camouflage. They change their weapons each time they're attacked. You'll want to avoid being attacked by their hammer, as it will cause you to lose a command in battle for a while. For example, they can take away Mario's ability to attack using a jump, the hammer, or use items. Medi Guys are Shy Guys in small helicopters. They have a weak attack, but can heal others and themselves. Get rid of them quickly.

Go west and you'll find a large Shy Guy. He's called the Gourmet Guy, a food-loving Shy Guy. He's hungry and won't move until he gets some food. He's blocking the path across the tracks, so you can't go much farther here. Return to Pink Station and go southeast.

Kammy Koopa appears and leaves Peach's second choice to guard a chest. Use the star block to bounce to the background. Go left for a chest with the Defend Plus badge. Use another star block to bounce back to the foreground. Farther to the right is a large blue wall. It rotates when a Shy Guy comes out from behind the wall. Stand next to the wall and wait so you can be flipped behind the wall. There are Shy Guys coming from the right side, so be careful. There's a chest nearby. Open it to get the Ice Power badge. The guarded chest is just ahead, with Tayce T.'s frying pan. Return to Blue Station, then return to Toad Town.

Return the frying pan to Tayce T. and she'll make you some of the most delicious cake as thanks. Now that she can cook again, go to Goomba Village to get a Goomnut if you haven't already. Have Tayce T. cook with it for some Nutty Cake for Koopa Koot. Your reward from him is 1 coin. Return the mailbag to the Post Office for a Star Piece as a reward.

Go back into the Toy Box and go to Pink Station. Gourmet Guy says he's too hungry to move and needs cake, specifically cake with sweet frosting and cookie crumbles. Give him the cake and he runs around saying how delicious it is. He launches into the air and drops the Cookbook. You can now cross the tracks. Equip the Ice Power badge now. There's an invisible item block with a Dizzy Dial between two item blocks. Go east.

In this area are Pyro Guys, flaming Shy Guys. Do not hit them without the Ice Power badge or you'll take damage. They have an attack power of four. Ice and water attacks do extra damage, and regular attacks when the Ice Power badge is equipped do extra damage. Go east to reach a switch. This will flip over the train tracks, fixing the broken section of track. You can now go to Green Station.

Thursday, May 8, 2014

Paper Mario: Prologue -- A Plea from the Stars -- Part 1

After falling from the castle in the sky, Mario lies unconscious in the woods. The Star Spirits appear, saying Mario will recover. One thinks the situation is hopeless. They use their powers to give Mario strength, then fade away. A Goomba wearing a bow finds Mario, recognizes him, and calls for help when he won't wake up.

Mario is in a bed when a Star Spirit appears. He wants to talk to Mario, but is too weak. He tells Mario to go to Shooting Star Summit so they can talk. The Star Spirit disappears and Mario wakes up. A Toad walks through the door, happy to see Mario awake. Mario's been sleeping for days. The Toad informs him that he's in Goomba Village, which is west of Toad Town. He and a family of friendly Goombas are the only residents. Mario asks about the Star Spirit but Toad thinks it's either a dream or a message. He thinks Mario should go to Shooting Star Summit, but first should visit the family of Goombas, because they carried him here.

Outside are a few of the Goombas. The one with the blue cap is Goombario, who claims to be Mario's biggest fan. Goompapa needs to fix the gate blocking the road to Toad Town. Go into the Goomba's house and talk to Gooma and Goompa, on the veranda. When you go outside, Goombario announces that the gate has been finished and Mario can go to Toad Town. Kammy Koopa appears, saying she can't believe that Mario is back on his feet. She came to check on him and tells him that saving Peach is useless. As a gift, she drops a large block on the newly-fixed gate, smashing it. She says the world is Bowsers and then flies off. Goompapa is upset about the gate, but thinks they can break the block with Goompa's hammer. Mario goes into the house to go get the hammer on the veranda, but the veranda is no longer there. Mario falls down, far below the house.

He lands near the mangled veranda. The path back to Goomba Village is blocked by a block. Goompa is nearby and follows Mario so they can look for the hammer. Go west and search the shrubs. Some of them have coins. The far west shrub has the hammer, which means Mario can now perform hammer attacks in battle and on the field. The hammer can break yellow blocks. Hit the trees for coins and items. The east tree has a Dolly, a doll that looks like Princess Peach. Goompa says Goombaria, Goombario's sister, the one who found Mario, lost it.

Try going east and Goompa gets attacked. A small Koopa, still in its egg shell, walks in. He's Jr. Troopa, the boss of the neighborhood gang. He battles Mario. Use either attack. After a while, he'll charge up to do more damage. Hit him one more time and you'll eventually defeat him. He'll give you 20 Star Points, which is something you'll get after battles. Collect 100 and you'll level up, fully restore HP and FP, and get to increase HP by 5 points, FP by 5 points, or Badge Points by 3 points.

Go east and hit the tree for a Mushroom. There's a Heal Block, which restores all HP and FP. Use the spring to reach a Fire Flower on the top of the hill. Go farther east and you'll find Goombas loyal to Bowser, making them enemies. Hit them on the field for the First Strike. They can do the same to you. Goombas have 2 HP and will initially give 2 Star Points. There are also Spiked Goombas. They have 2 HP and give 3 Star Points at first. Only use the hammer on them. Paragoombas can only be jumped on, and have 2 HP. If you land a jump, their wings will disappear and they'll become regular Goombas. Go up the hill and to the left for a Star Piece. Go east to return to Goomba Village.

Goompa opens the gate and goes into the house to get something. Give Goombaria back her Dolly and she'll give Mario a Star Piece and a kiss. Goompa gives Mario the Power Jump Badge and shows him how to equip badges. Goombario says he works out a lot and that his Headbonk hurts. He joins Mario on his adventure, with the ability to tell Mario about enemies, people, and their surroundings. Use the hammer to break the block and head east for Toad Town.

Friday, April 25, 2014

Super Mario 3D World: Crown-Mystery House -- Mystery House Marathon

The last Mystery House is a long one. You have to collect 30 Green Stars and have ten seconds to make each one appear and collect it. Once you collect the Green Star, the timer stops, so you can take a break if you need to. If you fail to collect one, you'll have to start over. If you find this to be a bit difficult, having more players can make things a little easier.

1. Kill three Koopas to get the first Green Star.
2. Run and jump on the pendulums, then jump for the Green Star. Avoid the spike bar on the last pendulum. If you fall off the last pendulum, you may be able to hop back on and get the Green Star.
3. There are two Brolders and three P-Switches. If you are playing solo, throw the Brolders onto the P-Switches and stand on the last one. If you are playing with others, have them stand on the switches.
4. There's a triple item block on the back wall. It contains a Fire Flower. Light all four torches to make the Green Star appear. You'll have to jump to light the torch in the back left corner.
5. You'll be in a spinning room with Peepas. Throw fireballs to make the Peepas temporarily transparent. Get the Green Star when it's close, on the left side.
6. You're in a room full of crates. The Green Star is in the set of crates in the back right corner. The crate it is in is the lower left corner.
7. There are six Microgoombas and a Goomba in the room. Defeat them all.
8. Throw a baseball down the slope at the Green Star (or hit one down with a fireball, or slide down). Avoid having the baseball hit a Biddybud or it will miss the Green Star.
9. There are four spring enemies, one of which turns into a spring. This one is on the far right. Turn it into a spring, then quickly ground pound it to reach the high platform with the Green Star.
10. There are two Thwomps and a footlight path so you won't fall. Stand on the Thwomp, then wait for it to rise so you can run to the Green Star.
11. This one can be a little tricky. Jump to land in a Kuribo's Ice Skate and start sliding down. Follow the coin trail and avoid the Walleyes. Repeatedly hit (Y) for a speed boost. Try to line up with the Green Star at the end so you slide into the warp box.
12. Grab a Super Bell from the back wall, climb up over the right wall, hit the P-Switch, climb back up the wall and jump over the left wall to get the Green Star. You can split the work with two or more people.
13. Climb up the tower, avoiding the moving brick blocks. The Green Star is at the very top. Before you warp, you may want to hit the glowing spot nearby for another Super Bell.
14. There are Beat Blocks moving at double time forming stairs up to a wall. Try to reach the top Beat Block, then climb up the wall. The glowing spot here also has a Super Bell.
15. Climb up the wall, which will fall away after you clear a chunk of it. Run quickly and grab the Green Star on the rock.
16. There are Fuzzies circling a wheel on the back wall. The Green Star is surrounded on three sides, forming a "U". You can run up the wheel, or spin jump to the Green Star, which is easier.
17. Use the boost pads to chase the bunny. Catch it for the Green Star, then grab the Green Star.
18. Grab a baseball, run and jump from the springboard, then throw the baseball at the P-Switch. The baseball may grab the Green Star for you.
19. You're in a spinning cylinder with Piranha Plants. Run to make the cylinder spin so you can reach the Green Star. Alternatively, if you have the Cat Suit, run up the wall and jump for it.
20. Push two Bullies into the lava. It's a little easier with a Cat Suit.
21. There are giant item blocks that form bridges when you ground pound them. Jump from the top bridge to get the Green Star. Alternatively, with the Cat Suit, run up the wall.
22. There are boost pads at the start of a narrow path. Line yourself up with the center, run and jump across the platforms to get the Green Star. Alternatively, you can run around on the platforms. Avoid the Cat Bullet Bills.
23. There are sleeping Piranha Creepers forming stairs to the Green Star. You have to hit the one at the top to reach it. Bounce on all of the Piranha Creepers or climb the wall with a Cat Suit and bounce on some of them.
24. There are baseballs, two Thwomps, and a bomb. Use the bomb to clear out the lower gray bricks, then use the Game Pad to clear the ! Switches. You can also throw baseballs at the ! Switches.
25. Grab a Potted Piranha Plant and have it eat the Fuzzies. Then stomp both Potted Piranha Plants for the Green Star.
26. Run over the cylinder with the Piranha Plants. The Green Star is on the right side, the side closest to the screen.
27. There's a large spotlight over some gray bricks. Wall jump up between the bricks, then jump for the Green Star. Cat Bullet Bills will appear if you enter the spotlight.
28. There are two Spikes throwing spike bars onto donut lifts. Run, dodge, and weave to make it to solid ground with the Green Star.
29. Boom Boom is here. Hit him once to make the Green Star appear.
30. There are stacks of coins on the path ahead. Coins will rain down. Run to the edge of the path, grab the stamp on the way, and jump off the cloud to reach the Green Star where the Sprixies are gathered. You're done!

The stamp is of a Starman.

Thanks to Ashwin, Derek, John, and Tony for helping me complete this level.

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.

Saturday, April 12, 2014

Super Mario 3D World: Flower-6 -- Shiftier Boo Mansion

This ghost house is desaturated, in that most of the color has been drained away. This ghost house is a bit more complicated. There's a Big Boo to the left, and behind it, in front of the door, is the first Green Star. You'll have to be quick to get it, or use fireballs from the nearby Fire Flower to make it temporarily transparent. To the right, the path splits. Down the stairs is a fake Mystery Box. Up the stairs is a couch. Stand on it and it will take you to a fake 1-up and some clouds. The clouds lead to the second Green Star. Drop down to the door, near a fake 1-up.

The door leads outside to a flagpole. There's a trail of coins leading to it. Three Big Boos will appear. Go past the flagpole and through the door. Inside, take the couch up to a fake pipe. The couch up there will take you over the area with many Boos. There are coin rings along the way. It will stop over some 1-ups. The last one is real. Keep going to the left and you'll find the third Green Star near some Big Boos and the edge of the floor. Quickly grab it and go through the door. The door leads outside to a fake flagpole. Go past it and you'll find another fake flagpole. To the left of this fake flagpole, under the bridge, is a warp box to the real flagpole.

There are no stamps in World Flower.

Wednesday, April 9, 2014

Super Mario 3D World: Flower-3 -- Piranha Creeper Creek after Dark

It's dark here. Instead of a Light Box, grab a Fire Flower and light the torches to illuminate the area. There are many Piranha Creepers and a few Fire Piranhas. You can largely ignore them, but make sure to watch where you're going. There's purple water here. If you need another Fire Flower, hit the invisible block above the POW Block. Light all of the torches in the area, including the torch that has a Fire Piranha in it for the first Green Star. It appears near the pipe to the next area.

The midpoint is here. There are invisible clouds to the left lead to some coins, a couple of POW Blocks, and an invisible Moneybag. The pipe at the end returns you to the midpoint. Up ahead, cross the purple water and stand on spinning platforms. This is difficult, but do your best to defeat the enemies and light all of the torches. There are Fire Piranhas, Para Dry Bones, and sleeping Piranha Creepers. At the end, near the pipe, the second Green Star will appear after you light all of the torches. Keep the Piranha Creeper alive so you can bounce off of it to reach the Green Star. Go through the pipe and light the few torches in the area, which makes the third Green Star appear over the final Piranha Creeper in front of the flagpole. Bounce off of it to reach the flagpole.

There are no stamps in World Flower.

Friday, March 28, 2014

Super Mario 3D World: Star-8 -- Peepa's Fog Bog

The first part of this level is a graveyard covered in snow. There are Key Coins to collect. Some of them are not as obvious to reach. One on the left is above invisible clouds. One in the center requires hitting a POW Block. Go through the front right door to reach the Key Coin on the balcony. Dodge the many Peepas (ghosts) and Snow Pokeys. Towards the back are two headstones with glowing spots you should ground pound. The one on the right has a Starman. Get it and run to the back left corner to defeat the Peepas surrounding Captain Toad for the first Green Star. The headstone on the left has a Fire Flower. Once you collect the Key Coins, take the warp box to another area.

The warp box takes you to a raft on purple water. Grab the clock and the raft will drop you off at the midpoint. There are many Boos in the fog. Narrow wooden planks rise in and out of the fog. Memorize the path so you know which way is safe. On solid ground, you'll see two Mystery Boxes. The left one is fake. The right one leads you to a room where the second Green Star will disappear if you approach it. Quickly throw a snowball at it to get it from the stone tiles. The third Green Star is nearby, out over the fog. Grab a snowball from a Snow Pokey and throw it at the Green Star. Farther along, you'll find a boost pad. Make sure the path ahead is about to appear before you hit it and start running. Take the path to the right for the stamp. The warp box ahead takes you to the flagpole, where there are Peepas and invisible clouds.

The stamp is of Cat Rosalina.

Thursday, March 20, 2014

Super Mario 3D World: Star-1 -- Rainbow Run

After beating Bowser, a new world opens up. The Sprixie Princesses are gathered around a rock in World 1. Approach them and the rock reveals a rocket that takes you to a bonus world, World Star. Lumas float about this world.

The first part of the level involves running around rainbow-colored discs. The first few discs have ring lasers, with mice jumping over them. Over the second disc is an invisible block with a Super Bell. Grab it and go over the rainbow-colored cylinders past the Biddybuds. When you get to a set of brick blocks over a cylinder, stand on the bricks and climb up to an alcove above. The pipe in the alcove takes you to a room with a P-Switch near you and two in the background. Hit the P-Switch to make the Green Star balls appear. Only manipulate one ball at a time and move the flip-switches to make them land on the P-Switches. The balls can go onto either switch, but both switches must be activated to make the first Green Star appear. Ahead are more mice running on cylinders in front of the warp box.

The warp box will take you to the midpoint, where Plessie awaits. Stay on the right side of the water, which isn't fenced off to prevent you from falling off. On the right side is the stamp. At the end, see if you can steer Plessie into all off the Biddybuds. If you clear them all out, you'll get a lot of coins. On the back wall, directly ahead, is an unlit torch. Also on the back wall invisible block with a Fire Flower. Light the torch and the wall drops away, revealing a cloud cannon. It blasts you to an area of tiles to light up. Hit the POW Blocks to clear them faster, as well as use the Mega Mushroom in the invisible block on the lower right. Or use the Touch Screen. Either way, once all of the tiles are lit up, it reveals 8-bit Link. The Legend of Zelda music plays and the second Green Star appears. Grab it and drop down the main level. Up ahead are more rainbow discs. One of them has a Green Ring, which will give you the third Green Star. Cross over more cylinders, swing on the trapeze and go past the Biddybuds to reach the warp box. There are P-Switches leading up the stairs to the flagpole. The last one will rain coins.

The stamp is of the flagpole.

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.

Friday, March 7, 2014

Super Mario 3D World: Castle-6 -- Rammerhead Reef

At the start, you'll drop into some water. There are Bloopers and Rammerheads, hammerhead sharks with spiky heads. They swim in a set path, so watch them before you start swimming. Grab the Fire Flower and destroy the middle crate of a set of crates. Behind that crate is an alcove with the first Green Star. To the right is a pipe. The pipe takes you to an area with many Rammerheads swimming in a loop. Wait for a gap and swim up with them. Wait at the top, as this will make it easier to pick up another Fire Flower and the second Green Star that are trailing a couple of Rammerheads. Go to the right and drop down to the pipe to the right. There's nothing interesting below.

The pipe takes you outside to the midpoint. There's a Koopa and some Madpoles, that look like tadpoles. You can lure the fish if you get their attention. Kill all of them with the shell for a 1-up and some coins, but this may take a lot of time. The pipe is in the alcove in the back wall. It takes you back underwater. There are Rammerheads swimming in circles. Behind the second set is a clear pipe with spike balls. Clear the spike balls with fireballs and go through the pipe to get the third Green Star. Up ahead are many Rammerheads swimming up or down like infinite platforms. There's an alcove in the wall with the stamp. The pipe to the flag is to the right. There are stairs to the flagpole, but some Rammerheads will swim over them.

The stamp is of a Blooper.

Sunday, March 2, 2014

Super Mario 3D World: Castle-2 -- Switchblack Ruins

This level is a dark area that loops around. Each character will have a small spotlight around them to provide some visibility. The place is crawling with Spinies, so be careful. You can get Fire Flowers here. After the path winds around in the dark, you'll come to an area with many ! Switches. Hit all the switches to turn them yellow and they'll turn green, clearing out the Spinies in the area and turning on some lights. A path will appear so you can proceed. At some point, the path will be a little wider and rounder. There are four torches in this area. Light them all for the first Green Star.

Farther ahead, you'll find the midpoint. Go all the way to the right from here, passing the entrance to an area with more ! Switches, to find the second Green Star. There are Fire Piranhas in the areas with ! Switches. Up ahead is another area with lava. Use the yellow platform to reach a dark rock to the right of the exit out of there. Jump to the rock to find the stamp. Ahead are two more areas with switches and Fire Piranhas. At the end is a pipe. Behind the pipe is an invisible block on the wall, allowing you to reach the alcove with the third Green Star. The pipe leads to the flagpole, and a yellow platform with a Fire Piranha.

The stamp is of a Spiny.

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.

Sunday, February 23, 2014

Super Mario 3D World: 6-5 -- Ty-Foo Flurries

Ty-Foos are giant Foos that blow vortices. They're strong enough to push you to the edge of the ground. There's lots of snow in the area. You may want Toad for this level. The first set of item blocks has a Fire Flower. Hit the Ty-Foos with it to temporarily stun in so you can pass. Go right and up the path with the crates. You'll find a couple of brick enemies with spiked edges that will strafe side to side. Past them is some ice with a Goomba in a Kuribo's Skate. Take the skate and use it to safely go onto the spikes ahead and reach the stamp. Return to the ice, then go up the steps. There are Ty-Foos here. There are a couple of item blocks in the path of a Ty-Foo. Above them is an invisible block. Stand on it to reach the first Green Star. Ahead is a narrow path with several Ty-Foos. Either run quickly or stun them individually to pass. Go through the clear pipe at the end to reach the midpoint.

Past the midpoint is more ice. Grab a Kuribo's Skate and go left to the Mystery Box, crossing some spikes. Here, grab another Kuribo's Skate and skate downhill as quickly as possible to reach the second Green Star. Once you return to the main level, cross the spikes again, then go to the back wall. The third Green Star is in the gap. Jump into the gap when you see a little air current come from the gap. A vortex will push you out of the gap. Don't jump when the vortex is there or you won't be able to reach the Green Star. Ahead are more Ty-Foos and brick enemies, which makes reaching the pipe to the flag difficult. Time your movements and proceed with caution.

The stamp is of Mario and Kuribo's Skate.

Thursday, February 20, 2014

Super Mario 3D World: 6-2 -- Spooky Seasick Wreck

This Ghost House is a series of boats and piers. Take the warp box to the first boat. All of the boats rock, which may make you dizzy. There are Bullies on the boats. They will try to push you into holes in the boat or off the boat entirely. You can do the same to them and push them with fireballs. Between the boats are tilting platforms with spike bars. Kill the bullies on the second boat to make the first Green Star appear. The warp box at the end of the path will take you inside a boat. There's water in the boat. Ahead, ghosts are circling the stamp. Boos will appear. There's a couple of item blocks ahead. Hit the second item block for a Starman. Near the second ring of ghosts, drop down into the water for the second Green Star. The warp box at the end will take you to the midpoint.

The platform will drop to some tilting platforms. Proceed carefully. The third Green Star is near some Boos. At the end is a boat with Bullies. Grab the item from the invisible block near the center. Kill the Bullies to make the warp box to the flagpole appear. There are tilting platforms and spike bars leading up to the flag.

The stamp is of a Fire Flower.

Wednesday, February 19, 2014

Super Mario 3D World: 6-1 -- Clear Pipe Cruise

This level can be difficult as it requires quick reflexes to navigate through the pipes. There are lots of clear pipes, which is how you'll get around. There are Fire Piranha Plants that will breathe fireballs, sometimes into the clear pipes. Be careful. Kill one of the Fire Piranha Plants for a Fire Flower. This allows you to clear out the spike balls in the clear pipes. You can't go through parts of a clear pipe with spike balls. Up ahead is a looping pipe. To the left is a Starman. Use it to destroy the spike balls in the center so you can get the first Green Star. Leave the pipe to the right to reach the warp box. There are more spike balls in the pipes, but they can be cleared out with the POW Block. Up ahead are Fuzzies. You can't defeat them with fireballs, so avoid them. The second Green Star is in the top loop in a section of clear pipe. Once you get of the clear pipes, you'll reach the midpoint.

Ahead is a long clear pipe. Instead of going through it, jump on it and walk on top. You'll find the stamp up here. The pipe leads you to an area with more Fuzzies, spike balls, and POW Blocks. Use the POW Blocks to clear out the spike balls so you can go up to a moving cloud that takes you to the warp box. You'll end up near a Fire Piranha Plant and a clear pipe. Use fireballs (yours or the Fire Piranha Plant's) to clear the pipe. It takes you to a cloud cannon. Pick up a potted Piranha Plant and run. The potted Piranha Plant will eat the Piranha Plants in front of you and grab the third Green Star at the end. You'll drop back down, leaving the potted Piranha Plant behind.

Go down the slope with the Piranha Plants. Ahead is a clear pipe with two loops with a Key Coin out in front. There is a group of Fuzzies in each loop. With good timing, go through the pipe, then to the upper loop and to the right. Go through the right branch and get the two Key Coins. Go into the loop, going up when the coast is clear, then get the last two Key Coins in the left branch. Go down into the loop and to the warp box at the top. The warp box takes you to the flagpole. There's a clear pipe with a group of Fuzzies in it. Take the third exit from the bottom to reach the top of the flagpole.

Saturday, January 25, 2014

Super Mario 3D World: 3-3 -- Shifty Boo Mansion

It's time for the first Ghost House. You can see Big Boo outside, peering through the windows. There are lots of Boos here and the floor and furniture move. There are some moving triple item blocks. Use them to reach the triple item block above for a Fire Flower. Fireballs won't defeat the Boos, but they'll become temporarily transparent, allowing you to walk through them. Go up the stairs and you'll see a portrait of a Boo. Jump into the portrait, which has a Mystery Box behind it. It takes you to a rotating room with ghosts. Wait until the room rotates far enough that you can get the first Green Star. Keep going and you'll see a couch. Stand on it and it will float up to the stamp. At the end of the hallway is a door to the library.

The shelves of the bookcases move when you stand on them. In the lower left corner of the bookcase is the second Green Star. It is hidden behind one of the shelves. Stand on the shelf above it and they will slowly move out of the way. Go up the bookcase shelves to reach the midpoint. There is an invisible block on the back wall so you can reach the item block with another Fire Flower. Go to the right, then go toward the front wall (towards the screen). There are invisible clouds that lead to a 1-up. On solid ground, Big Boo will chase you up the moving steps. Go to the right and pass the pipe, which is fake. Go up the left stairs for a clock. To the right, there is a door near a gap. In the gap are invisible clouds with coins. The door takes you outside.

There are many ghosts out here moving around. The 1-up is fake. Go through the door to go back inside. The floor is moving to the left. There's a clock nearby if you ant to risk it. Keep going to the right and you'll find another couch. It will float to a fake pipe which contains the third Green Star. The door will take you outside again, but the floor is moving to the left. Two Big Boos will chase you, so run quickly. Go past the flagpole, as it is fake. The Big Boos will leave you alone and you'll soon come across the real flagpole.

The stamp is of a Boo.

Wednesday, January 22, 2014

Super Mario 3D World: 2- Castle -- Bowser's Bullet Bill Brigade

This level is an automatically scrolling level. There's a tank procession and you have to get past it. The blasters fire Bullet Bills at you and soldiers walk in formation on the ground. Pound the crates on the tanks so you can reach things. Get the Fire Flower and hit the far right item block on a different tank to get a Cannon Box. It will automatically fire a projectile in the direction you're facing. Charge the shot by holding (X) or (Y) to increase the range. Try not to run into any enemies so you can keep it. You'll need it. Get the Red Coins if you like. The blasters on brick blocks will turn into Cannon Boxes if you destroy the brick blocks.

The tanks will disappear for a while as you go around a corner. There are Fire Piranha Plants here. In the middle of three of them is the first Green Star. Soon, you'll come across a tank with just a crate on it. The second Star Coin is in it. There's a tank with some grating on it. Destroy the crates and jump onto the grating to find the stamp. At the end of the procession, you'll find a wall with Bowser's seal. Use the Cannon Box to break the wall for the third Star Coin. Go through the pipe and you'll battle Boom Boom. He'll spin around, then stop when he's dizzy. Stomp him, and he'll go into a shell cycle. Stomp him again and he'll go into a shell cycle while invisible. He'll also try to attack while invisible. After three hits, he will be defeated. Coins and a warp box will appear. This will take you to the flagpole, where the yellow Sprixie Princess is trapped in a jar. Land on the flagpole to break the jar. She'll get a hammer and build a clear pipe to World 3.

The stamp is of Boom Boom.

Tuesday, January 21, 2014

Super 3D World: 2-5 -- Double Cherry Pass

Let the uncontrolled chaos begin! The Double Cherry is a powerup that creates a clone of the character who uses it. The powerup stacks, so you can have several clones of a character, which will powerup when the original does. They also follow the movements of the original, but with some maneuvering, you can split them up and rejoin them. Beat the Galoombas and walk up the path. To the right is an item block with a Fire Flower. This or a Super Bell can be very helpful here. Destroy the crates near the clear pipe for another Double Cherry and the first Green Star, which is in the far right corner. Go through the clear pipe, then through the green pipe.

This drops you into an area with soldiers marching in formation. You can break their formation by defeating one of their soldiers. They'll initially panic and scatter, then combine to attack from all sides. Defeat them quickly. Make sure you have at least two characters (clones or otherwise), so you can hit the two P-Switches ahead. This will make the second Green Star appear. Take the pipe on the far right to the midpoint.

Here, you'll find more soldiers marching around on different levels, one carrying a Double Cherry. You can split up characters and easily defeat them from a distance with the Fire Flower. Grab the Double Cherry, as well as the Double Cherries from the item blocks to the left and right. Have one character or clone stand on the corner item block in the left set of item blocks. Have another character stand below and hit the item block. This will make more blocks appear, and push the character near the stamp. Ahead is a Red Coin Ring and a Fire Bro. The Fire Bro is surrounded by many clear pipes you and your fireballs can use. Once you defeat it, a green pipe will appear.

The pipe takes you to the flag. There's an invisible block with one last Double Cherry. If you have four characters or clones, have them stand on the platform marked with a 4. This will raise everyone on the platform to the third Green Star. Head for the flagpole. You get extra points for every surviving clone.

The stamp is of Fire Peach.