It's time to finally deal with Bowser! Go upstairs in Peach's Castle and Peach will call for help. Bowser is in his Clown Copter. He's glad to see Mario because he's been a distraction for far too long. He wants to squash him again. The battle starts. Bowser has 50 HP and 1 defense power. His attacks vary in their attack power. His fire breath has an attack power of 8 and his jump and smack attacks have 6. He'll use the Star Rod to increase his defense. Use the Star Beam each time he does to negate it. He can also use the Star Rod for a shockwave attack that can hit your party member or heal 20 HP. Hit him with your best attacks, like Power Bounce and Electro Dash and you'll win. You'll get 38 SP.
Bowser says Mario's battling wasn't bad and wonders how he got so strong. Mario's still just an annoyance to him and that was just a warm-up battle. He takes Peach and flies out the broken window. Follow him to the roof and go through the west door. There's a Save Block here, the last point before dealing with Bowser again. At this point, I am level 24, with 45 HP, 40 FP, and 30 BP> The badges I have equipped are Power Bounce, Dodge Master, 2 Power Plus badges, Defend Plus, 2 Damage Dodge badges, Last Stand, and Close Call. This limits the number of attacks I can do, but I like the ability to hit multiple times with Power Bounce. Choose whatever badge combination suits you. Go up the stairs and outside. Cross the bridge and Bowser hits a switch that makes the bridge fall away. Peach says to be careful. Kammy Koopa says Mario fell into their trap. They weren't foolish enough to just sit back and watch Mario save the Star Spirits. They built a device into this arena that increases Bowser's power to a point where the Star Spirits' power can't compare. He's truly invincible thanks to her efforts. The machine powers up and the eyes on the arena light up. The spikes start spinning and energy spirals to the center of the floor and makes Bowser larger. It's time to battle again.
This time, Bowser has 99 HP, 2 defense power, and the power of each attack has increased by 2. He'll use the Star Rod, but when Mario uses Star Beam, it doesn't work. Outside the battle, Peach wants to help Mario, as he'll be defeated if things continue the way they are. She asks someone to help Mario. Kammy Koopa tells her to keep quiet. Twink flies in and knocks her off her broom, then unties Peach. Kammy Koopa battles Twink, who's not afraid. Twink's sole attack is Dash. When you first use it, it does nothing. Peach helps out by using Focus. Kammy Koopa summons a large block to hit Twink. The next time Twink uses Dash, it has 1 attack power and when Kammy Koopa attacks again, his defense increases. Eventually, Twink gets stronger to the point that he has 4 attack power and Kammy Koopa's attack is useless. She remembers that Stars get their powers from the wishes of people. Twink defeats her. She says she failed Bowser. Twink and Peach still need to save Mario. Twink tells her to make a wish to give more power to the Star Spirits, while thinking of the Mushroom Kingdom, Star Haven, and Mario. Twink will help Mario while Peach makes her wish. Twink hits Bowser. Eldstar appears, saying that power is flooding in. Twink will help the Star Spirits as the wishes of Peach and the Mushroom Kingdom will give the Star Spirits enough power to match Bowser's strength. The Star Beam powers up to Peach Beam, and now includes Twink.
The battle starts up again and Mario's fully healed. I used Watt as a party member throughout the fight, using Electro Dash to bypass Bowser's defense and Turbo Charge to power up the Power Bounce attack. Bowser's slap attack can poison Mario and if his Star Rod attack connects, it can hit party members and power Mario down, making Turbo Charge run out. He can strike Mario with lightning that has 9 attack power. He can also heal 30 HP. Keep attacking with your most powerful attacks and stay healed and you'll eventually defeat him.
Mario gets the Star Rod back and Bowser shrinks down to his normal size. The arena and Bowser's Castle explodes and Bowser and Kammy Koopa are blown away. The Star Spirits protect Peach and Mario and take them to her castle. Mario hands over the Star Rod to Eldstar, who thanks Mario. The Star Spirits will use the Star Rod to bring peace and grant wishes. The stars praise him for his courage. Perhaps Bwoser will behave himself, but the chances of that are slim. They praise Twink for rising to the occasion and is now a grown-up star. They will return to Star Haven and this is good-bye for now. Twink thanks Mario and was honored to help. He hopes to see Mario and Peach again and grow into a respectable star. Peach thanks him for his help and calls him a stellar friend. The Star Spirits and Twink fly off as Peach's Castle lowers back into place.
Back at Mario's house, Luigi marvels at the story of how Mario took back the Star Rod. Peach's Castle is back in place and everyone is safe. Mario came through like always. He's been back for a few days, but it still feels like he's on an adventure. He wonders about his party members. Goombario and Goombaria are playing in Goomba Village when Parakarry delivers a letter for Goombario. It's an invitation from Peach to a party at the castle. Bombette's in Koopa Village, Bow is in her mansion, Watt's in Shy Guy's Toy Box, Sushie's in the jungle of Lavalava Island. Lakilester and Lakilulu are in Flower Fields, and Kooper and Kolorado are in Shiver City, about to explore the Crystal Palace. Parakarry delivers invitations to all of them. Kooper hesistates, but Kolorado tells him to go. Parakarry also has a message from Kolorado's wife, telling him not to come home. She's furious that he left on an adventure without telling her. He leaves for home immediately, leaving his assistants confused. Mario and Luigi also get an invitation. Luigi runs on ahead to deal with something top secret.
Go into Toad Town and you'll see many people here. Go to the castle and you'll find guests from the ill-fated party here. Talk to one of the Bumpties and he'll says that Herringway's working on a new novel based on Mario's adventures. He's going to call it "Paper Mario". Go into the castle and Peach says she's happy everyone's here. The Star Rod is in its rightful place and there is peace once again. She thanks Mario and his party, as well as everyone who helped out. She appreciates their help. Peace in the Mushroom Kingdom is her heartfelt wish. It's now time to celebrate. Luigi reveals his top-secret assignment: to lead the celebration parade. Roll credits!
I had a fun time playing Paper Mario. It was a fun game and I look forward to playing its sequels. I hope you enjoyed reading about it and I hope you enjoy reading about Paper Mario: The Thousand-Year Door, which is next.
Showing posts with label Kooper. Show all posts
Showing posts with label Kooper. Show all posts
Monday, June 9, 2014
Saturday, June 7, 2014
Paper Mario: Chapter 8 -- A Star-Powered Showdown! -- Part 1
The Star Ship has landed on Bowser's Castle and docks near some Clown Copters. There's a Save Block nearby. Leave the area and you'll find yourself outside the castle. The front door is locked. Cross the bridge over the lava river and go east through the door. There's a Koopatrol here. They're the highest ranked guards of Bower's army. They have 8 HP, 4 attack power, and 3 defense power. They have spiked helmets and charge up their attacks sometimes. The charged up attack has 10 attack power. They call also call in reinforcements. They give 3 SP. Defeat this one for the Castle Key. You can see Toads imprisoned on the other side of the wall, but you can't do anything now. Go to the front door and open it.
Inside, you'll find more Koopatrols. Go east and you'll encounter Hammer Bros. They have 12 HP, 5 attack power, and 1 defense power. If their hammer hits you and you don't guard, you'll shrink, halving your attack power. When they're low on HP, they'll hurl several hammers in quick succession, so guard repeatedly. They give 3 SP. Go east. In this room is a door with a talking Bowser head. It's a guard door to keep suspicious types from entering. Tell it you want to go through and stand in front of it. It will open a trap door that drops you into an impenetrable prison with some Toads. There's no escape, but the guard door says it will let Mario through if he can escape and return. The Toads in the room tell Mario to save Peach. Use the Heal Block and have Bombette blow up the east wall. She says the material here is weak and easier to blow up than the Koopa Bros. Fortress. Go east, save, and go east again.
There are platforms in the lava here. Cross the lava and go east. On one platform will be a small set of stairs. Stand on the bottom step and have Kooper hit the switch. This makes a platform move through the lava. Up ahead is another switch, but Kooper can't reach it. Use Lakilester to cross the lava and hit it. Jump and cross the lava with Parakarry to reach the east doorway. In this room, there are items on the platforms, but you can't reach them. Use Lakilester to cross the lava to the next platform you can reach. Up ahead, is a moving platform. Lava will flow onto it, so have Bow make you transparent. Have Lakilester take you over the lava and through the back door. The lava is flowing from here. Go up the stairs and you'll see some Koopatrols and a Magikoopa near a switch. They must not let Mario hit the switch. Battle them all at once. The Magikoopa has 11 HP, 6 attack power, and knows the spells of all other Magikoopas. They give 3 SP. Once you defeat them, hit the switch and the lava stops flowing. It hardens and cools, so you can walk on it. You can now reach the items in the area. Go all the way to the west to go outside the castle. There's an item block on the way with a Life Shroom. Outside the castle are some rocks with an item block that contains the Deep Focus badge. Go back inside and through the back door in the area west of the locked door. There's a chest here with a Castle Key. Go back east to unlock the door on the east wall.
The door leads to a dark part of the castle, where is seems to be crumbling. You'll need Watt to see and battle. There are Bony Beetles here. Goombario can't use Tattle in the dark, but they have 8 HP, 3 attack power, and 4 defense power. Their attack power increases to 5 when they have their spikes out. Attack them to make the spikes retract. They give 2 SP. The path splits ahead. For the first part, cross using the top path. For the second part, the back path has an invisible block with a POW Block, but you want to cross using the middle path. Go west. The first path split here is like the one before: there's an invisible block with a Shooting Star on the back path and you'll cross using the middle path. On the next split, take the back path and drop down, then go west.
This will take you into a room with a stone block with Bowser's face on it. Push it to a reveal a door on the front wall. This will take you back to the guard door. It's amazed Mario returned and thinks it's a dirty trick. It lets him through. The guard door leads to a room with stairs. Go through the east door on the first floor. There's a Koopatrol guarding a prison cell with more Toads. Battle it for the Prison Key to unlock the prison. There's a couple slabs of rock hanging from chains in the room. They serve as beds, so you can take a nap here in this makeshift Toad House. Return to the room with the stairs, go up the stairs, then go west. There's a shop here. At the top of the stairs to the east are more enemies, and the path forward.
Go east from here and you'll reach a couple of tall rooms. One of them has a locked door. Spring up to the next level. Pull the chain to partially fill the rooms with water. Swim west with Sushie and hit the switch. Spring up and blow up the east wall with Bombette. Go east and Tornado Jump on the switch to reveal a couple of alcoves in the back wall. Walk in the alcoves to the right and pull the chain. This will fill the rooms with even more water. Return west and swim to the left for the Castle Key. Pull both chains again to drain the water so you can unlock the door.
The door leads to an area filled with gold Bullet Bills, called Bombshell Bills. They have 3 HP and 6 attack power. As their HP drops, their explosions get bigger. They give 1 SP. Take them out quickly and try to avoid more battles. At the end are a couple of Bomshell Bill Blasters. They have 10 HP and 4 defense power. They do not attack directly, but fill the area with Bombshell Bills. They give 2 SP. Watt is a good choice here. Unfortunately, there are more Blasters and more Bombshell Bills as you climb the stairs in the area, so be careful. At the top of the stairs, go east.
You'll find Dry Bones here. They have 8 HP, 4 attack power, and 2 defense power. They throw bones and can rise back up after being defeated. You must defeat them all at once or use fire attacks. If they appear alongside other enemies, defeat the other enemies first. They do not give SP if you defeat them normally. Push the right Bowser block to the right to reveal a doorway on the back wall. This hallway will take you to a room with a locked door and a save block. Push the left block in this room to the left to reveal a hallway to a room with a Heal Block. Return east and push the block near the other open doorway to the right to reveal a new doorway. There is nothing through the other doorway. This doorway leads to the Castle Key. Return to the room with the Save Block and unlock the door.
Inside, you'll find more Koopatrols. Go east and you'll encounter Hammer Bros. They have 12 HP, 5 attack power, and 1 defense power. If their hammer hits you and you don't guard, you'll shrink, halving your attack power. When they're low on HP, they'll hurl several hammers in quick succession, so guard repeatedly. They give 3 SP. Go east. In this room is a door with a talking Bowser head. It's a guard door to keep suspicious types from entering. Tell it you want to go through and stand in front of it. It will open a trap door that drops you into an impenetrable prison with some Toads. There's no escape, but the guard door says it will let Mario through if he can escape and return. The Toads in the room tell Mario to save Peach. Use the Heal Block and have Bombette blow up the east wall. She says the material here is weak and easier to blow up than the Koopa Bros. Fortress. Go east, save, and go east again.
There are platforms in the lava here. Cross the lava and go east. On one platform will be a small set of stairs. Stand on the bottom step and have Kooper hit the switch. This makes a platform move through the lava. Up ahead is another switch, but Kooper can't reach it. Use Lakilester to cross the lava and hit it. Jump and cross the lava with Parakarry to reach the east doorway. In this room, there are items on the platforms, but you can't reach them. Use Lakilester to cross the lava to the next platform you can reach. Up ahead, is a moving platform. Lava will flow onto it, so have Bow make you transparent. Have Lakilester take you over the lava and through the back door. The lava is flowing from here. Go up the stairs and you'll see some Koopatrols and a Magikoopa near a switch. They must not let Mario hit the switch. Battle them all at once. The Magikoopa has 11 HP, 6 attack power, and knows the spells of all other Magikoopas. They give 3 SP. Once you defeat them, hit the switch and the lava stops flowing. It hardens and cools, so you can walk on it. You can now reach the items in the area. Go all the way to the west to go outside the castle. There's an item block on the way with a Life Shroom. Outside the castle are some rocks with an item block that contains the Deep Focus badge. Go back inside and through the back door in the area west of the locked door. There's a chest here with a Castle Key. Go back east to unlock the door on the east wall.
The door leads to a dark part of the castle, where is seems to be crumbling. You'll need Watt to see and battle. There are Bony Beetles here. Goombario can't use Tattle in the dark, but they have 8 HP, 3 attack power, and 4 defense power. Their attack power increases to 5 when they have their spikes out. Attack them to make the spikes retract. They give 2 SP. The path splits ahead. For the first part, cross using the top path. For the second part, the back path has an invisible block with a POW Block, but you want to cross using the middle path. Go west. The first path split here is like the one before: there's an invisible block with a Shooting Star on the back path and you'll cross using the middle path. On the next split, take the back path and drop down, then go west.
This will take you into a room with a stone block with Bowser's face on it. Push it to a reveal a door on the front wall. This will take you back to the guard door. It's amazed Mario returned and thinks it's a dirty trick. It lets him through. The guard door leads to a room with stairs. Go through the east door on the first floor. There's a Koopatrol guarding a prison cell with more Toads. Battle it for the Prison Key to unlock the prison. There's a couple slabs of rock hanging from chains in the room. They serve as beds, so you can take a nap here in this makeshift Toad House. Return to the room with the stairs, go up the stairs, then go west. There's a shop here. At the top of the stairs to the east are more enemies, and the path forward.
Go east from here and you'll reach a couple of tall rooms. One of them has a locked door. Spring up to the next level. Pull the chain to partially fill the rooms with water. Swim west with Sushie and hit the switch. Spring up and blow up the east wall with Bombette. Go east and Tornado Jump on the switch to reveal a couple of alcoves in the back wall. Walk in the alcoves to the right and pull the chain. This will fill the rooms with even more water. Return west and swim to the left for the Castle Key. Pull both chains again to drain the water so you can unlock the door.
The door leads to an area filled with gold Bullet Bills, called Bombshell Bills. They have 3 HP and 6 attack power. As their HP drops, their explosions get bigger. They give 1 SP. Take them out quickly and try to avoid more battles. At the end are a couple of Bomshell Bill Blasters. They have 10 HP and 4 defense power. They do not attack directly, but fill the area with Bombshell Bills. They give 2 SP. Watt is a good choice here. Unfortunately, there are more Blasters and more Bombshell Bills as you climb the stairs in the area, so be careful. At the top of the stairs, go east.
You'll find Dry Bones here. They have 8 HP, 4 attack power, and 2 defense power. They throw bones and can rise back up after being defeated. You must defeat them all at once or use fire attacks. If they appear alongside other enemies, defeat the other enemies first. They do not give SP if you defeat them normally. Push the right Bowser block to the right to reveal a doorway on the back wall. This hallway will take you to a room with a locked door and a save block. Push the left block in this room to the left to reveal a hallway to a room with a Heal Block. Return east and push the block near the other open doorway to the right to reveal a new doorway. There is nothing through the other doorway. This doorway leads to the Castle Key. Return to the room with the Save Block and unlock the door.
Labels:
Bombette,
Bombshell Bill,
Bowser's Castle,
Hammer Bro,
Key,
Kooper,
Lakilester,
Paper Mario,
Parakarry,
POW Block,
Watt
Wednesday, June 4, 2014
Paper Mario: Chapter 7 -- A Star Spirit on Ice -- Part 2
Mario has just reached the Crystal Palace, where the last Star Spirit is being held. Go inside and go through the door on the front wall. There's a Save Block here and a red X. Go east and you'll find Swoopulas on the ceiling. They're Swoopers that drain your HP. Press (A) repeatedly to fill the meter to stop them from draining your HP. They have 8 HP and 2 attack power. They will hang from the ceiling unless you knock them from there with an earth-shaking attack. Bow and Parakarry can hit them on the ceiling. They give 2 SP. Go east again and you'll find a chest. It contains the Blue Key. Return to the main hallway.
In the main hallway, hit the red switch. This makes the floor with the doors move so you can now reach the blue door. Unlock it and go through it. On the right side of the room is a crack in the wall. Here is where the walls start blatantly lying to you. Have Bombette blow up the wall and you'll notice that a hole did not appear in the reflection, yet Mario and Bombette could walk through just fine. If you go back into this room, you'll see Mario and Bombette just standing around. Go through the wall and you'll find a brick block. Hit it for coins. In the middle of the room, there's a gap in the wall. You can walk through it to the other side, meaning the wall wasn't a mirror. Hit the brick block on this side for more coins, then bomb the left wall. Go through it and the other Mario freaks out that he's there. They reveal themselves as Duplighosts and battle Mario. There are two of them. After you defeat them, they say the real Mario is strong, then run off. Go west to the first part of the main hallway, with the switches.
Go through the back door and you'll find an item block with a Super Shroom. There is also a wooden panel on the floor. Tornado Jump on it and drop down. Go east twice from the room with the spring to reach a chest. It contains the P-Down, D-Up badge. Spring back up and go east to find a room with Duplighosts. Sometimes, Magikoopas of various colors may appear alongside them in battle. New ones include White and Gray Magikoopas. Each have 11 HP and 3 attack power. They can run from battle as well. Gray Magikoopas will make their allies temporarily transparent so you can't attack them. White Magikoopas will heal themselves and their allies. Healing a single ally restores 5 HP, but they can heal all allies, restoring 3 HP to each of them. Go east for a Shooting Star, then return to the main hallway. Leave the Crystal Palace through the front door and you can reach a small cave outside with a Star Piece. Go back inside, then go east so you can come in front of the wall, then go through the door on the front wall in the room with the switches.
To the right is a hole in the floor where the X was. Even though there is no mirror, what happens on one side affects the other. Drop down and go east. There's a crack in the east wall. Blow it up and five Bombettes return. They call each other imposters, but some of them speak differently. One of them has hearts, another stars, another many exclamation points, and the other is hesitant. The real Bombette does not do any of this. She's the second from the right. Hit the imposters with your hammer. They are Duplighosts as well, and run off. The real Bombette says if he had hit her, she'd bomb him while he was napping. She's happy he knew she was real and gives him a kiss. Go east to find a chest with the Red Key. Return to the main hallway and hit the blue switch to move the red door into position. Unlock it and go east.
In this room, there's a clear gap in the wall. Go east on the front side of the wall. There are White Clubbas here and statues on the other side. The first Clubba in the line says the Crystal King ordered him not to allow anyone to pass. Battle and defeat it to make the statue on the other side disappear. Defeat the other White Clubbas in the line to get rid of the statues, then go west. Go through the gap in the wall to the other side, then go east. You have a clear path to the door, so go east. There's a couple of red switches in the room that will flip part of the wall so you can go to the other side while standing next to the wall. To hit the switch, use Bombette, as you'll need a delay so you can stand near the wall. You can also blow up the east wall on the other side to reach a Duplighost with a chest containing the Triple Dip badge. Go east on the front side. You'll see White Clubbas pacing, with a Duplighost doing the same on the other side. Battle them if you wish. Go east on the side with the White Clubbas.
On the other side of the wall, you'll see Mario and Kooper walking to the right. Near the right wall, Mario will repeatedly kick Kooper's shell through a slot in the wall. Follow their example and more that just Kooper breaks through the wall. It's Luigi, Kolorado, Goompa, and Kolorado, and they all claim to be Kooper. Hit the imposters and Kooper will call them the worst disguises ever. The Duplighosts run away. Go through the hole in the wall. Go through the door on the front wall. The item block has a Maple Syrup and there's a hidden panel below it with a Star Piece. There's a large statue to the right. Return to the main hallway and go east. There's a large gap in this room. There's a switch on the other side of the wall. Kick Kooper's shell across the gap to hit the invisible switch on this side of the wall. This makes a bridge appear on this side. Go east.
There's a gap in the wall here, so you can go to the other side of the wall. Backtrack west to reach the door on the back wall. There's a smaller statue here. Push it to the left to reveal a hole. Drop down and go east twice to reach a chest with the P-Up, D-Down badge. Equipping this badge and the P-Down, D-Up badge at the same time will cause their effects to cancel out. Return to the front side of the wall and go through the door on the front wall. The large statue has been moved to the left, revealing a hole. Drop down and go east twice to reach a chest with the Palace Key. Return to the main hallway and go east until you reach the locked door.
The door leads to a room with Albino Dinos, white Dino Rhinos and statues of them. They guard the Crystal Palace and you must solve their puzzle to get them to reveal the door ahead. The statues towards the back must be moved onto panels on the floor. The statues can only be pushed in the direction that the Albino Dinos are facing. Talk to them from different sides to get them to turn the way you need them to, then push the statues. There is no wall here, so you can move freely back and forth. Once all three statues (and Albino Dinos) are on the panels, the door appears, along with some stairs. Go through the door to find a Heal Block and a Save Block. Once you are prepared, go east.
The door takes you outside. Walk up the snowy slope and someone asks who comes to the Crystal Palace. The Crystal King appears, who has eyes, but no face. He won't let Mario save the Star Spirit. Instead, he'll defeat Mario and give Bowser an ice Mario as a gift. The Crystal King has 70 HP, 6 attack power, and 2 defense power. He'll summon Crystal Bits that he can launch at Mario. Each one will hit with 4 attack power, so clear them out. He'll also use a freeze attack to freeze Mario for a couple of turns. He can also heal himself, restoring 20 HP. When his HP gets low, he'll split into 3. Collectively, when they attack, they have an attack power of 8. Attack them all if you're not sure which one's real. If you attack them separately, you'll go through the fake ones. He can also split into 3 while floating in the air, so some attacks will not work. Multibounce works well for getting rid of the Crystal Bits, then Power Bounce to attack him when he's alone. Use Watt's Electro Dash to get past his defense power. Keep yourself healed and you'll eventually beat him. He'll give you 42 SP. He asks Bowser for forgiveness before he disappears and the last Star Spirit card appears.
End of Chapter
Mario has saved the last Star Spirit, Kalmar, from the Crystal Palace at the edge of the world. Now, with the seven Star Spirits together, he has the power to challenge Bowser... and the Star Rod. At last it is time for Mario's showdown with Evil King Bowser. Can Mario rescue Princess Peach and recover the Star Rod? Or will wishes forever go ungranted?
In the main hallway, hit the red switch. This makes the floor with the doors move so you can now reach the blue door. Unlock it and go through it. On the right side of the room is a crack in the wall. Here is where the walls start blatantly lying to you. Have Bombette blow up the wall and you'll notice that a hole did not appear in the reflection, yet Mario and Bombette could walk through just fine. If you go back into this room, you'll see Mario and Bombette just standing around. Go through the wall and you'll find a brick block. Hit it for coins. In the middle of the room, there's a gap in the wall. You can walk through it to the other side, meaning the wall wasn't a mirror. Hit the brick block on this side for more coins, then bomb the left wall. Go through it and the other Mario freaks out that he's there. They reveal themselves as Duplighosts and battle Mario. There are two of them. After you defeat them, they say the real Mario is strong, then run off. Go west to the first part of the main hallway, with the switches.
Go through the back door and you'll find an item block with a Super Shroom. There is also a wooden panel on the floor. Tornado Jump on it and drop down. Go east twice from the room with the spring to reach a chest. It contains the P-Down, D-Up badge. Spring back up and go east to find a room with Duplighosts. Sometimes, Magikoopas of various colors may appear alongside them in battle. New ones include White and Gray Magikoopas. Each have 11 HP and 3 attack power. They can run from battle as well. Gray Magikoopas will make their allies temporarily transparent so you can't attack them. White Magikoopas will heal themselves and their allies. Healing a single ally restores 5 HP, but they can heal all allies, restoring 3 HP to each of them. Go east for a Shooting Star, then return to the main hallway. Leave the Crystal Palace through the front door and you can reach a small cave outside with a Star Piece. Go back inside, then go east so you can come in front of the wall, then go through the door on the front wall in the room with the switches.
To the right is a hole in the floor where the X was. Even though there is no mirror, what happens on one side affects the other. Drop down and go east. There's a crack in the east wall. Blow it up and five Bombettes return. They call each other imposters, but some of them speak differently. One of them has hearts, another stars, another many exclamation points, and the other is hesitant. The real Bombette does not do any of this. She's the second from the right. Hit the imposters with your hammer. They are Duplighosts as well, and run off. The real Bombette says if he had hit her, she'd bomb him while he was napping. She's happy he knew she was real and gives him a kiss. Go east to find a chest with the Red Key. Return to the main hallway and hit the blue switch to move the red door into position. Unlock it and go east.
In this room, there's a clear gap in the wall. Go east on the front side of the wall. There are White Clubbas here and statues on the other side. The first Clubba in the line says the Crystal King ordered him not to allow anyone to pass. Battle and defeat it to make the statue on the other side disappear. Defeat the other White Clubbas in the line to get rid of the statues, then go west. Go through the gap in the wall to the other side, then go east. You have a clear path to the door, so go east. There's a couple of red switches in the room that will flip part of the wall so you can go to the other side while standing next to the wall. To hit the switch, use Bombette, as you'll need a delay so you can stand near the wall. You can also blow up the east wall on the other side to reach a Duplighost with a chest containing the Triple Dip badge. Go east on the front side. You'll see White Clubbas pacing, with a Duplighost doing the same on the other side. Battle them if you wish. Go east on the side with the White Clubbas.
On the other side of the wall, you'll see Mario and Kooper walking to the right. Near the right wall, Mario will repeatedly kick Kooper's shell through a slot in the wall. Follow their example and more that just Kooper breaks through the wall. It's Luigi, Kolorado, Goompa, and Kolorado, and they all claim to be Kooper. Hit the imposters and Kooper will call them the worst disguises ever. The Duplighosts run away. Go through the hole in the wall. Go through the door on the front wall. The item block has a Maple Syrup and there's a hidden panel below it with a Star Piece. There's a large statue to the right. Return to the main hallway and go east. There's a large gap in this room. There's a switch on the other side of the wall. Kick Kooper's shell across the gap to hit the invisible switch on this side of the wall. This makes a bridge appear on this side. Go east.
There's a gap in the wall here, so you can go to the other side of the wall. Backtrack west to reach the door on the back wall. There's a smaller statue here. Push it to the left to reveal a hole. Drop down and go east twice to reach a chest with the P-Up, D-Down badge. Equipping this badge and the P-Down, D-Up badge at the same time will cause their effects to cancel out. Return to the front side of the wall and go through the door on the front wall. The large statue has been moved to the left, revealing a hole. Drop down and go east twice to reach a chest with the Palace Key. Return to the main hallway and go east until you reach the locked door.
The door leads to a room with Albino Dinos, white Dino Rhinos and statues of them. They guard the Crystal Palace and you must solve their puzzle to get them to reveal the door ahead. The statues towards the back must be moved onto panels on the floor. The statues can only be pushed in the direction that the Albino Dinos are facing. Talk to them from different sides to get them to turn the way you need them to, then push the statues. There is no wall here, so you can move freely back and forth. Once all three statues (and Albino Dinos) are on the panels, the door appears, along with some stairs. Go through the door to find a Heal Block and a Save Block. Once you are prepared, go east.
The door takes you outside. Walk up the snowy slope and someone asks who comes to the Crystal Palace. The Crystal King appears, who has eyes, but no face. He won't let Mario save the Star Spirit. Instead, he'll defeat Mario and give Bowser an ice Mario as a gift. The Crystal King has 70 HP, 6 attack power, and 2 defense power. He'll summon Crystal Bits that he can launch at Mario. Each one will hit with 4 attack power, so clear them out. He'll also use a freeze attack to freeze Mario for a couple of turns. He can also heal himself, restoring 20 HP. When his HP gets low, he'll split into 3. Collectively, when they attack, they have an attack power of 8. Attack them all if you're not sure which one's real. If you attack them separately, you'll go through the fake ones. He can also split into 3 while floating in the air, so some attacks will not work. Multibounce works well for getting rid of the Crystal Bits, then Power Bounce to attack him when he's alone. Use Watt's Electro Dash to get past his defense power. Keep yourself healed and you'll eventually beat him. He'll give you 42 SP. He asks Bowser for forgiveness before he disappears and the last Star Spirit card appears.
End of Chapter
Mario has saved the last Star Spirit, Kalmar, from the Crystal Palace at the edge of the world. Now, with the seven Star Spirits together, he has the power to challenge Bowser... and the Star Rod. At last it is time for Mario's showdown with Evil King Bowser. Can Mario rescue Princess Peach and recover the Star Rod? Or will wishes forever go ungranted?
Labels:
Albino Dinos,
Bombette,
Crystal King,
Crystal Palace,
Duplighost,
Key,
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Tuesday, June 3, 2014
Paper Mario: Chapter 7 -- A Star Spirit on Ice -- Part 1
The pipe from the cold part of Toad Town Tunnels takes you to the center of Shiver City. The place is mainly populated by Bumpties. Talk to them and you'll find out that Starborn Valley is to the east and that there's scary monsters outside the city. There was also a suspicious individual in the city, who was complaining about the cold and wanting to find Mario. On the east side of the city, there's a frozen lake. You can crack the ice with a Tornado Jump, but a green Bumpty will warn you not to break the ice. Do it again and he'll kick you into the central part of the city. You can find Chuck Quizmo on the east side. Go to the west side of town and you'll find a Bumpty singing the Pengy Penguin Hop. In the song, it mentions snowmen in a line, with a bucket hat and scarf for each one. Go into the east house. Hop up the furniture and fireplace to reach the windows. Open them and walk outside. Cross the gap between the houses with Parakarry and open the window to go inside. There's a chest with the Attack FX E badge. Leave the way you came.
Go into the west house, which has a large snowman next to it. The purple Bumpty inside says that her husband is in the other room and Mario can go inside if he wants to talk to him. Go through the back door and there's a Bumpty wearing a hat, collapsed on the floor. Check the body and you'll find out that Mayor Penguin is out cold, and is holding a slip of paper that says "Herringway". The mayor's wife comes in and notices the mayor isn't moving. She runs off, calling for help and saying that the mayor's been murdered. It's a penguin murder mystery. She brings in help, in the form of the patrolling green Bumpty. He checks the body and agrees that the mayor has been murdered. The wife accuses Mario of the murder, saying he barged right in without permission. She says the mayor was alive until Mario showed. Mario pleads his innocence. The wife says she saw him and pegged him as the only one in the room. Mario's party member sticks up for him. The patrol Bumpty says they now have a backroom murder case, something he never trained for. They must find the real murderer, and this burden is placed on Mario. Yes, the suspect in a murder investigation must look for the real murderer. Mario can't leave town until he finds the real killer.
Go outside, where you'll notice a change in the music. The Bumpties will display a distrust of Mario, or will tell him about Herringway, a writer of mystery novels. He lives on the east side, but his house is empty. Now that the frozen lake is clear, Tornado Jump on it a few times to crack the ice completely. Swim with Sushie and dive underwater to get the Warehouse Key. Unlock the warehouse, which is next door to Herringway's. Inside, go up the stairs and spring through the chimney. Walk to the left and you'll slide onto Herringway's roof. Go through the chimney and land in the fireplace. A Bumpty with large eyebrows is here, asking why Mario's in his fireplace. He's Herringway, and surprised you found his secret room through the chimney. Mario explains the situation and Herringway claims he's innocent. He says he'll go to the mayor's house. Stairs appear so you can leave his house.
Go to the mayor's house, where the patrolling Bumpty notices Herringway. Mario explains that he found a piece of paper in the mayor's hand with his name on it. The patrol Bumpty says he didn't notice the paper, but checks again and finds it. He calls it a dying message and now knows why Herringway's novels are so suspenseful and exciting: he lives out his own plots. Herringway thinks this is ridiculous because he and the mayor were good friends. The Patrol Bumpty counters by saying that their friendship is a cover to avoid suspicion. Herringway says he wouldn't be so predictable. His alibi is that he's been working on his new novel in his house for weeks with no time to come over and kill the mayor. The wife still suspects Mario. Just then, the mayor starts twitching. He groans, then stands up. His wife freaks out. thinking he's a ghost. The Patrol Bumpty says that the backroom murder mystery is a wash, which is quite the plot twist. Mayor Penguin says he went to the shelf to get a souvenir for Herringway he picked up in Toad Town. He reached up, slipped, and hit his head. He says he'll regale Herringway with his stories about Toad Town later. Herringway agrees and says he has an ideal for a sequel to his novel. Patrol Bumpty tells the mayor to be more careful, as his accident had the city up in arms. After everyone leaves, the mayor welcomes Mario to Shiver City and gives him permission to leave the city. His wife says she knew Mario was innocent all along.
Go east out of town and you'll run into the suspicious person the Bumpties were talking about. It's Jr. Troopa, who's been waiting forever to find and battle Mario. He doesn't like the cold, so he'll beat Mario in record tie and go someplace warm. This time, he has 50 HP, 8 attack power, and 1 defense power. He says he took a magical course on the side and wields a wand. Use attacks like Power Bounce, hammer attacks, and Watt's Electro Dash. He'll give you 23 SP when he's defeated. If you leave the area and come back, you'll find him frozen in a chunk of ice.
Go east and you'll find snowmen in a line. Go east and you'll find some new enemies. The Frost Piranha has 10 HP, 4 attack power, and an ice breath attack that can freeze Mario. Ice attacks are not effective, but fire attacks work well. They give 2 SP. Gulpits have 12 SP and 2 attack power. They typically attack by picking up a rock and spitting it out. Large rocks have an attack power of 7, while small rocks have 5. You can target the pile of rocks to get rid of their ammunition. They give 3 SP. While you're in the area, pick up a letter located behind some ice. It's for Merlow on Shooting Star Summit. Up ahead are steps in the snow. At the top of the steps, someone says "Boooooooaaaaaah!" It's a sparkling ghost, telling Mario to turn back or it will eat him. Choose to fight and the battle will start. It's called Monstar. Goombario has no idea what it is, or what it's attack power is, but it has 20 HP. It will use a star-powered attack, which has an attack power of 1. Monstar asks if Mario's scared yet. It's a short fight. Monstar will give you 13 SP. When defeated, it screams "Noooooo! Run away!" and splits into many Star Kids that fly off.
Go east to enter Starborn Valley. Merle is there to greet you. He, a couple of Toads, and some Ninjis care for Star Kids here. Follow him to his house. He apologizes for the Star Kids attacking Mario, saying they frighten strangers too keep Starborn Valley safe from Bowser's followers. They didn't expect Mario to arrive as soon as he did. Inside, he says that Star Kids are born here and raised until they can rise into the sky. The place's power has weakened and no more Star Kids can rise into the sky because the Star Rod was stolen. Fortunately, he knows that the last Star Spirit is being held in the Crystal Palace atop Shiver Mountain. The Crystal Palace was originally built to honor the stars, but faded from memory with time. No one knows how to reach it now. Merle does know that the path to Crystal Palace involved two items passed down through generations. He gives Mario the first item, an ordinary Scarf. He says the other item is in Shiver City. He mentions that there's a shrine on the path to the palace. He also tells Mario that "Truth lies not only in the eyes. Sometimes, even walls may lie." Mario must keep this in mind.
If you talk to the residents, you'll find out that one Star Kid is hiding. He's next to Merle's house, flipped sideways, so he's just barely visible. One of the Star Kid misses Twink, the last Star Kid to rise into the sky before the Star Rod is stolen. Talk to Frost T., the Toad with the green cap, to deliver the letter. He has a letter for Goompapa. If you deliver the letter to Goompapa, he'll give you the Lucky Day badge, ending the chain letter madness. Deliver the letter to Merlow on Shooting Star Summit. It's from Merle, his father. He doesn't write to him enough. He gives you a Star Piece, so you can trade it back to him for a badge.
Return to Shiver City and talk to Mayor Penguin. He'll give you the other passed-down item, an ordinary Bucket. While you're leaving the city, you may run into Chuck Quizmo again. Go to where the snowmen are. Two of them are missing items. Put them on the snowmen and the snowmen will thank Mario. Because Mario was kind enough to give him the items, they'll tell him their secret. They bounce out of the way and reveal a door. Go inside, where you'll find a Save Block.
Go up the stairs and you'll find a large gap. Drop down and Tornado Jump to break the ice. Hit the green switch to make the floor rise to the same level. You'll find more Frost Piranhas and Gulpits here. Up the stairs is a brick block. Hit it to break it, then Tornado Jump for an Ultra Shroom in an invisible block. Go east and use Kooper to hit a switch across a gap. When the shell returns, two Koopers are standing behind you. One of them runs to Mario's right and calls the other an imposter. The one on the left talks suspiciously, and suggests Mario hit the imposter with his hammer. Hit the one on the left. It is revealed to be a Duplighost, a ghost that can change its appearance. It says that Mario hitting him was luck because no instincts are that good. It battles Mario. Duplighosts have 15 HP and 4 attack power. They can also change into party members and use their attacks, but they seem to have less attack power this way. They give 2 SP. The Duplighost leaves when you defeat it.
Up the stairs are White Clubbas. They have 12 HP, 5 attack power, and can attack consecutively, meaning repeatedly hitting Mario with their maces. Ice attacks are not effective, but fire attacks are. Go up the stairs in the area for a Super Block. I upgraded Bombette. Go east and you'll find some items in the wall. If you take them, a wall will drop down in front of you. You must put something in its place to make the wall rise up again. You can leave the items alone and go through with ease. Go east and walk next to the back wall to slip behind the stairs. There's a crack in the right wall. Blow it up to reveal a chamber. Walk through the right wall to find a star-shaped stone in ice. The image of a woman appears. She is Madam Merlar, the ancestor of Merlon and Merle, and she's glad Mario found this place. The stars told her he'd come. She guards the way to the Crystal Palace, which Bowser's followers have invaded. She tells Mario a long story and he falls asleep. He wakes up at the end and his nose bubble pops. She says Mario needs the Star Stone to reach the Crystal Palace. She pulls it out of the ice and Mario takes it. Leave the chamber and go upstairs. Place the Star Stone in the wall and the floor rises up, sealing off the chamber forever. The floor separates into stairs that go up to the Crystal Palace. Go to the right at the top of the first flight of stairs to find the Mega Jump badge. At the top of the second flight is a Save Block. At the top of the stairs is a Heal Block. Go east to reach the Crystal Palace's front door.
Go into the west house, which has a large snowman next to it. The purple Bumpty inside says that her husband is in the other room and Mario can go inside if he wants to talk to him. Go through the back door and there's a Bumpty wearing a hat, collapsed on the floor. Check the body and you'll find out that Mayor Penguin is out cold, and is holding a slip of paper that says "Herringway". The mayor's wife comes in and notices the mayor isn't moving. She runs off, calling for help and saying that the mayor's been murdered. It's a penguin murder mystery. She brings in help, in the form of the patrolling green Bumpty. He checks the body and agrees that the mayor has been murdered. The wife accuses Mario of the murder, saying he barged right in without permission. She says the mayor was alive until Mario showed. Mario pleads his innocence. The wife says she saw him and pegged him as the only one in the room. Mario's party member sticks up for him. The patrol Bumpty says they now have a backroom murder case, something he never trained for. They must find the real murderer, and this burden is placed on Mario. Yes, the suspect in a murder investigation must look for the real murderer. Mario can't leave town until he finds the real killer.
Go outside, where you'll notice a change in the music. The Bumpties will display a distrust of Mario, or will tell him about Herringway, a writer of mystery novels. He lives on the east side, but his house is empty. Now that the frozen lake is clear, Tornado Jump on it a few times to crack the ice completely. Swim with Sushie and dive underwater to get the Warehouse Key. Unlock the warehouse, which is next door to Herringway's. Inside, go up the stairs and spring through the chimney. Walk to the left and you'll slide onto Herringway's roof. Go through the chimney and land in the fireplace. A Bumpty with large eyebrows is here, asking why Mario's in his fireplace. He's Herringway, and surprised you found his secret room through the chimney. Mario explains the situation and Herringway claims he's innocent. He says he'll go to the mayor's house. Stairs appear so you can leave his house.
Go to the mayor's house, where the patrolling Bumpty notices Herringway. Mario explains that he found a piece of paper in the mayor's hand with his name on it. The patrol Bumpty says he didn't notice the paper, but checks again and finds it. He calls it a dying message and now knows why Herringway's novels are so suspenseful and exciting: he lives out his own plots. Herringway thinks this is ridiculous because he and the mayor were good friends. The Patrol Bumpty counters by saying that their friendship is a cover to avoid suspicion. Herringway says he wouldn't be so predictable. His alibi is that he's been working on his new novel in his house for weeks with no time to come over and kill the mayor. The wife still suspects Mario. Just then, the mayor starts twitching. He groans, then stands up. His wife freaks out. thinking he's a ghost. The Patrol Bumpty says that the backroom murder mystery is a wash, which is quite the plot twist. Mayor Penguin says he went to the shelf to get a souvenir for Herringway he picked up in Toad Town. He reached up, slipped, and hit his head. He says he'll regale Herringway with his stories about Toad Town later. Herringway agrees and says he has an ideal for a sequel to his novel. Patrol Bumpty tells the mayor to be more careful, as his accident had the city up in arms. After everyone leaves, the mayor welcomes Mario to Shiver City and gives him permission to leave the city. His wife says she knew Mario was innocent all along.
Go east out of town and you'll run into the suspicious person the Bumpties were talking about. It's Jr. Troopa, who's been waiting forever to find and battle Mario. He doesn't like the cold, so he'll beat Mario in record tie and go someplace warm. This time, he has 50 HP, 8 attack power, and 1 defense power. He says he took a magical course on the side and wields a wand. Use attacks like Power Bounce, hammer attacks, and Watt's Electro Dash. He'll give you 23 SP when he's defeated. If you leave the area and come back, you'll find him frozen in a chunk of ice.
Go east and you'll find snowmen in a line. Go east and you'll find some new enemies. The Frost Piranha has 10 HP, 4 attack power, and an ice breath attack that can freeze Mario. Ice attacks are not effective, but fire attacks work well. They give 2 SP. Gulpits have 12 SP and 2 attack power. They typically attack by picking up a rock and spitting it out. Large rocks have an attack power of 7, while small rocks have 5. You can target the pile of rocks to get rid of their ammunition. They give 3 SP. While you're in the area, pick up a letter located behind some ice. It's for Merlow on Shooting Star Summit. Up ahead are steps in the snow. At the top of the steps, someone says "Boooooooaaaaaah!" It's a sparkling ghost, telling Mario to turn back or it will eat him. Choose to fight and the battle will start. It's called Monstar. Goombario has no idea what it is, or what it's attack power is, but it has 20 HP. It will use a star-powered attack, which has an attack power of 1. Monstar asks if Mario's scared yet. It's a short fight. Monstar will give you 13 SP. When defeated, it screams "Noooooo! Run away!" and splits into many Star Kids that fly off.
Go east to enter Starborn Valley. Merle is there to greet you. He, a couple of Toads, and some Ninjis care for Star Kids here. Follow him to his house. He apologizes for the Star Kids attacking Mario, saying they frighten strangers too keep Starborn Valley safe from Bowser's followers. They didn't expect Mario to arrive as soon as he did. Inside, he says that Star Kids are born here and raised until they can rise into the sky. The place's power has weakened and no more Star Kids can rise into the sky because the Star Rod was stolen. Fortunately, he knows that the last Star Spirit is being held in the Crystal Palace atop Shiver Mountain. The Crystal Palace was originally built to honor the stars, but faded from memory with time. No one knows how to reach it now. Merle does know that the path to Crystal Palace involved two items passed down through generations. He gives Mario the first item, an ordinary Scarf. He says the other item is in Shiver City. He mentions that there's a shrine on the path to the palace. He also tells Mario that "Truth lies not only in the eyes. Sometimes, even walls may lie." Mario must keep this in mind.
If you talk to the residents, you'll find out that one Star Kid is hiding. He's next to Merle's house, flipped sideways, so he's just barely visible. One of the Star Kid misses Twink, the last Star Kid to rise into the sky before the Star Rod is stolen. Talk to Frost T., the Toad with the green cap, to deliver the letter. He has a letter for Goompapa. If you deliver the letter to Goompapa, he'll give you the Lucky Day badge, ending the chain letter madness. Deliver the letter to Merlow on Shooting Star Summit. It's from Merle, his father. He doesn't write to him enough. He gives you a Star Piece, so you can trade it back to him for a badge.
Return to Shiver City and talk to Mayor Penguin. He'll give you the other passed-down item, an ordinary Bucket. While you're leaving the city, you may run into Chuck Quizmo again. Go to where the snowmen are. Two of them are missing items. Put them on the snowmen and the snowmen will thank Mario. Because Mario was kind enough to give him the items, they'll tell him their secret. They bounce out of the way and reveal a door. Go inside, where you'll find a Save Block.
Go up the stairs and you'll find a large gap. Drop down and Tornado Jump to break the ice. Hit the green switch to make the floor rise to the same level. You'll find more Frost Piranhas and Gulpits here. Up the stairs is a brick block. Hit it to break it, then Tornado Jump for an Ultra Shroom in an invisible block. Go east and use Kooper to hit a switch across a gap. When the shell returns, two Koopers are standing behind you. One of them runs to Mario's right and calls the other an imposter. The one on the left talks suspiciously, and suggests Mario hit the imposter with his hammer. Hit the one on the left. It is revealed to be a Duplighost, a ghost that can change its appearance. It says that Mario hitting him was luck because no instincts are that good. It battles Mario. Duplighosts have 15 HP and 4 attack power. They can also change into party members and use their attacks, but they seem to have less attack power this way. They give 2 SP. The Duplighost leaves when you defeat it.
Up the stairs are White Clubbas. They have 12 HP, 5 attack power, and can attack consecutively, meaning repeatedly hitting Mario with their maces. Ice attacks are not effective, but fire attacks are. Go up the stairs in the area for a Super Block. I upgraded Bombette. Go east and you'll find some items in the wall. If you take them, a wall will drop down in front of you. You must put something in its place to make the wall rise up again. You can leave the items alone and go through with ease. Go east and walk next to the back wall to slip behind the stairs. There's a crack in the right wall. Blow it up to reveal a chamber. Walk through the right wall to find a star-shaped stone in ice. The image of a woman appears. She is Madam Merlar, the ancestor of Merlon and Merle, and she's glad Mario found this place. The stars told her he'd come. She guards the way to the Crystal Palace, which Bowser's followers have invaded. She tells Mario a long story and he falls asleep. He wakes up at the end and his nose bubble pops. She says Mario needs the Star Stone to reach the Crystal Palace. She pulls it out of the ice and Mario takes it. Leave the chamber and go upstairs. Place the Star Stone in the wall and the floor rises up, sealing off the chamber forever. The floor separates into stairs that go up to the Crystal Palace. Go to the right at the top of the first flight of stairs to find the Mega Jump badge. At the top of the second flight is a Save Block. At the top of the stairs is a Heal Block. Go east to reach the Crystal Palace's front door.
Labels:
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Bucket,
Bumpty,
Crystal Palace,
Duplighost,
Herringway,
Jr. Troopa,
Kooper,
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Monstar,
Ninji,
Paper Mario,
Parakarry,
Scarf,
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Starborn Valley
Saturday, May 17, 2014
Paper Mario: Chapter 3 -- The "Invincible" Tubba Blubba -- Part 1
After receiving an invitation to a mansion, Mario wanders into Forever Forest. The paths here are mostly round. There are four exits out of each area, one being the one you just came through. If you pick the incorrect path, then try to go back, you'll end up at the edge of Forever Forest near Toad Town. Check the areas near the exits to figure out which way is the correct path. The correct path's surroundings look different than the others. Check out the flowers by walking past them in the first area. The correct path is marked by flowers that move and make noise. It is on the opposite side of the entrance, two exits away in either direction.
In Forever Forest, there are two types of enemies: Piranha Plants and Forest Fuzzies. Piranha Plants appear from the ground unexpectedly, so watch your step. They have 5 HP and give 2 SP. They point their teeth upward, so jumping on them without the Spiky Shield badge equipped is a bad idea. They will bite Mario for their attack. Forest Fuzzies are like regular Fuzzies, but green. They have 6 HP and give 2 SP. They'll drain Mario's HP to heal themselves. They can also split to form new Fuzzies which have full health. Eliminate them quickly.
In the second area, a creature will appear, telling Mario that the path ahead is dangerous and to turn back. Talk to it to inform it of your invitation to the mansion and it will let you through, saying to pay close attention to your surroundings or you'll wind up at the edge of the forest. It will give you a hint for this area: look at the inner trees. The correct path will have a hollow tree with strange glowing eyes. This path is the exit to the left. In the third area, the correct path is the exit to the left. The flowers look different. In the fourth area, walk to the left to find a path to the center of the area. There's a Bub-ulb here with a Magical Seed. Take the path to the right of the entrance. The tree here has a glowing red face. The fifth area has mushrooms that light up. The path that is two away in either direction has mushrooms that light up in a series instead of just once. The sixth area has flowers that fall away, except at the path two away from the entrance. In the seventh area, a sign marks the correct path to the mansion.
The mansion looms just ahead. Go through the gate and it will close behind you. The Boo from before appears, saying that his master is in the highest room on the third floor, then disappears. Heal and save, then go inside.
The mansion has a spacious foyer and stairs to the second floor, but not the third. Go to the second floor, because the door on the first floor is locked. You'll see several portraits of Boos. On the far right is a picture frame. Check it out and it will talk to you, saying that you must find what's missing from the frame. If you do, it will let you go to the third floor. It also says that Bow is a harsh Boo for testing her guests like this.
Go through the door on the right. Open the middle cabinet on the left wall (the others will crush you and you'll take damage). Boos will appear with a vinyl record. This is the first challenge. The Boos will move in a circle. One Boo will give another the record. Hit the Boo with the record to get it. You'll need to keep an eye on the Boo with the record. Follow it with your finger if you have to. Go next door to the left. There's a Boo guarding a chest who says he's bored. There's a record player in the left corner. Put the record on and tap the (A) button with good rhythm to play the record. It plays the Super Mario theme while the Boo dances away from the chest. Hit (B) to stop the record and go get open the chest when the Boo is near the record player. The chest contains the Weight. The Boo says Lady Bow will punish him, but Mario can't go anywhere without knowing how to use the weight.
Go down to the first floor and go to the couch. Jump on the brown cushion to bounce high up to the chandelier. Mario's weight will bring the chandelier down, which makes the china cabinet slide away, revealing a door. Use the weight to hold it in place. Open the newly-revealed door and go inside. Ignore the chest on the floor. It only lowers the chandelier to scare Mario. Go downstairs, then through the door on the front wall. Go through the door on the right, which falls away on the other side.
In this room is a giant chest on the right. Open it and more Boos appear, with a pair of green boots. Once again, you'll have to guess which Boo has the item, but this time, the Boos will toss the boots around, then move closer together, then apart. Keep a careful eye on the Boos, then hit the correct one with the hammer. This will give you the Super Boots. Mario's jump power increases and now Mario can do a spin jump by pressing (A) in midair. Use it to break through wooden panels in the floor. Test out this new ability on the panel to the left. This will take you to the shop in the mansion. The shopkeeper won't sell anything to Mario under the direction of Lady Bow. To the right is a blue switch. Hit it and a larger one appears. Hit that one and a giant one appears. Jump on the chair and crates to reach it, then spin jump on it. Stairs appear. Go upstairs to a room with a clock. A few steps in front of the clock is an invisible panel on the floor. Spin jump near it and you'll get a Star Piece. There are other such panels spread out in the Mushroom Kingdom. Go up the stairs, into the foyer, then into the door on the right.
Hop into the vase and you can run around as 8-bit Mario. You can't do much as 8-bit Mario, but it's an interesting Easter egg. Go back into the vase to return to normal. Pound the panel in the room to drop down to the library below. You'll land on the bookshelf. Go to the right and cross the gap to get Boo's Portrait. Jump down from the bookshelf and go left to leave the library, then make your way to the second floor. Check out the picture frame and return the portrait. He's thankful and will help Mario reach the third floor. Jump towards him to warp upstairs. Be careful up here as there is no railing.
There are two sets of doors on the third floor, but they all lead to the same room. Go inside and someone says they were testing Mario to see if he lives up to his reputation. A green Boo appears with bows, along with the Boo from before. The green Boo is Lady Bow and the Boo from before is Bootler, her butler. Bow needs a favor. She tells Mario about the area near the mansion, called Gusty Gulch. At the top of the hill is the castle of Tubba Blubba. He eats ghosts. The Boos tried attacking him, but he's invincible. They do know he has a secret and it's probably about his weak point. Bow wants Mario to find out his secret and defeat Tubba Blubba. Mario, in turn, will be rewarded with the Star Spirit that escaped. This Star Spirit is Skolar. He was too weak to return directly to the sky, so he tried to reach Shooting Star Summit and Star Haven, but got lost in the forest and was captured by the Boos. Bow says Mario would have to fight Tubba Blubba anyway to get the Star Spirit, but this way, he gets to help out the Boos. Bow says she'll go with Mario, which shocks Bootler. She says Mario needs her and can't reach the castle without her. Bootler wants to accompany her, but Bow tells him she's not a child and will be fine by herself. She joins the party, like it or not. She can make Mario become transparent in and out of battle. Stuff goes through Mario when he's invisible. Move to become visible again or hit the same button. She can also smack enemies.
Now that Bow is part of the team, you can now use the shop in the basement. This shop sells Life Shrooms and Super Shrooms, among other things. With Parakarry by your side, talk to the Boo in the foyer. This is Franky, and there's a letter for him. He has a letter for Dane T., a young Toad in Toad Town by the train station. We'll deliver that letter later. Go outside and save, then head east to the gate. Boos will open it for you. Go east to Gusty Gulch.
In the first area is a locked windmill. In the area are Hyper Goombas. They have 7 HP and give 2 SP. Normally, their attack power is 2, but they can charge up and start glowing. This increases their attack power to 8. If more than one charges up and you can't defeat them all before they attack, have Bow use Outta Sight to prevent taking damage. Go east.
Here is a little village of Boos in Gusty Gulch. The Boos are surprised to see Bow, saying it's dangerous as Tubba Blubba could appear at any moment. Bow says she came to teach Tubba Blubba a lesson. He last came through yesterday and ate Herbert. The Boos are inspired by Bow's bravery. Talk to the Boos as they have helpful information, such as the fact that you can walk stealthily by moving the control stick slightly. This way you can avoid waking sleeping enemies. Another piece of information is that the key to solving the secret of Tubba Blubba is in the innermost room and to pay attention to the heart and body. Go east to another part of the village, where a Boo will tell you that in a dream he heard to turn and run away until he reached the tower with the spinning vanes. Another says that there's something important next to Tubba Blubba's bed. Walk farther to the east and Tubba Blubba will appear. Use Bow's power to become transparent. Unfortunately, the Boo that instructs you to do so doesn't hide and is eaten. Poor Stanley. Go east.
There are more enemies in this area. There are Hyper Paragoombas and Hyper Clefts. Hyper Paragoombas have 7 HP and give 2 SP. Hyper Clefts have 4 HP, 3 defense power, and give 4 SP. When charged, their attack power is 8. You can reduce their defense to 1 by flipping them with an explosion. Use Kooper to get the Dizzy Dial, hit an item block for some Repel Gel, which does the same thing as Outta Sight, and pick up the letter for Fice T., the guard at the edge of Toad Town near the Forever Forest. Go east. Cross the gap with Parakarry, grab a Super Shroom from the item block, and get some coins from the brick block. Go east to reach Tubba Blubba's castle and save.
In Forever Forest, there are two types of enemies: Piranha Plants and Forest Fuzzies. Piranha Plants appear from the ground unexpectedly, so watch your step. They have 5 HP and give 2 SP. They point their teeth upward, so jumping on them without the Spiky Shield badge equipped is a bad idea. They will bite Mario for their attack. Forest Fuzzies are like regular Fuzzies, but green. They have 6 HP and give 2 SP. They'll drain Mario's HP to heal themselves. They can also split to form new Fuzzies which have full health. Eliminate them quickly.
In the second area, a creature will appear, telling Mario that the path ahead is dangerous and to turn back. Talk to it to inform it of your invitation to the mansion and it will let you through, saying to pay close attention to your surroundings or you'll wind up at the edge of the forest. It will give you a hint for this area: look at the inner trees. The correct path will have a hollow tree with strange glowing eyes. This path is the exit to the left. In the third area, the correct path is the exit to the left. The flowers look different. In the fourth area, walk to the left to find a path to the center of the area. There's a Bub-ulb here with a Magical Seed. Take the path to the right of the entrance. The tree here has a glowing red face. The fifth area has mushrooms that light up. The path that is two away in either direction has mushrooms that light up in a series instead of just once. The sixth area has flowers that fall away, except at the path two away from the entrance. In the seventh area, a sign marks the correct path to the mansion.
The mansion looms just ahead. Go through the gate and it will close behind you. The Boo from before appears, saying that his master is in the highest room on the third floor, then disappears. Heal and save, then go inside.
The mansion has a spacious foyer and stairs to the second floor, but not the third. Go to the second floor, because the door on the first floor is locked. You'll see several portraits of Boos. On the far right is a picture frame. Check it out and it will talk to you, saying that you must find what's missing from the frame. If you do, it will let you go to the third floor. It also says that Bow is a harsh Boo for testing her guests like this.
Go through the door on the right. Open the middle cabinet on the left wall (the others will crush you and you'll take damage). Boos will appear with a vinyl record. This is the first challenge. The Boos will move in a circle. One Boo will give another the record. Hit the Boo with the record to get it. You'll need to keep an eye on the Boo with the record. Follow it with your finger if you have to. Go next door to the left. There's a Boo guarding a chest who says he's bored. There's a record player in the left corner. Put the record on and tap the (A) button with good rhythm to play the record. It plays the Super Mario theme while the Boo dances away from the chest. Hit (B) to stop the record and go get open the chest when the Boo is near the record player. The chest contains the Weight. The Boo says Lady Bow will punish him, but Mario can't go anywhere without knowing how to use the weight.
Go down to the first floor and go to the couch. Jump on the brown cushion to bounce high up to the chandelier. Mario's weight will bring the chandelier down, which makes the china cabinet slide away, revealing a door. Use the weight to hold it in place. Open the newly-revealed door and go inside. Ignore the chest on the floor. It only lowers the chandelier to scare Mario. Go downstairs, then through the door on the front wall. Go through the door on the right, which falls away on the other side.
In this room is a giant chest on the right. Open it and more Boos appear, with a pair of green boots. Once again, you'll have to guess which Boo has the item, but this time, the Boos will toss the boots around, then move closer together, then apart. Keep a careful eye on the Boos, then hit the correct one with the hammer. This will give you the Super Boots. Mario's jump power increases and now Mario can do a spin jump by pressing (A) in midair. Use it to break through wooden panels in the floor. Test out this new ability on the panel to the left. This will take you to the shop in the mansion. The shopkeeper won't sell anything to Mario under the direction of Lady Bow. To the right is a blue switch. Hit it and a larger one appears. Hit that one and a giant one appears. Jump on the chair and crates to reach it, then spin jump on it. Stairs appear. Go upstairs to a room with a clock. A few steps in front of the clock is an invisible panel on the floor. Spin jump near it and you'll get a Star Piece. There are other such panels spread out in the Mushroom Kingdom. Go up the stairs, into the foyer, then into the door on the right.
Hop into the vase and you can run around as 8-bit Mario. You can't do much as 8-bit Mario, but it's an interesting Easter egg. Go back into the vase to return to normal. Pound the panel in the room to drop down to the library below. You'll land on the bookshelf. Go to the right and cross the gap to get Boo's Portrait. Jump down from the bookshelf and go left to leave the library, then make your way to the second floor. Check out the picture frame and return the portrait. He's thankful and will help Mario reach the third floor. Jump towards him to warp upstairs. Be careful up here as there is no railing.
There are two sets of doors on the third floor, but they all lead to the same room. Go inside and someone says they were testing Mario to see if he lives up to his reputation. A green Boo appears with bows, along with the Boo from before. The green Boo is Lady Bow and the Boo from before is Bootler, her butler. Bow needs a favor. She tells Mario about the area near the mansion, called Gusty Gulch. At the top of the hill is the castle of Tubba Blubba. He eats ghosts. The Boos tried attacking him, but he's invincible. They do know he has a secret and it's probably about his weak point. Bow wants Mario to find out his secret and defeat Tubba Blubba. Mario, in turn, will be rewarded with the Star Spirit that escaped. This Star Spirit is Skolar. He was too weak to return directly to the sky, so he tried to reach Shooting Star Summit and Star Haven, but got lost in the forest and was captured by the Boos. Bow says Mario would have to fight Tubba Blubba anyway to get the Star Spirit, but this way, he gets to help out the Boos. Bow says she'll go with Mario, which shocks Bootler. She says Mario needs her and can't reach the castle without her. Bootler wants to accompany her, but Bow tells him she's not a child and will be fine by herself. She joins the party, like it or not. She can make Mario become transparent in and out of battle. Stuff goes through Mario when he's invisible. Move to become visible again or hit the same button. She can also smack enemies.
Now that Bow is part of the team, you can now use the shop in the basement. This shop sells Life Shrooms and Super Shrooms, among other things. With Parakarry by your side, talk to the Boo in the foyer. This is Franky, and there's a letter for him. He has a letter for Dane T., a young Toad in Toad Town by the train station. We'll deliver that letter later. Go outside and save, then head east to the gate. Boos will open it for you. Go east to Gusty Gulch.
In the first area is a locked windmill. In the area are Hyper Goombas. They have 7 HP and give 2 SP. Normally, their attack power is 2, but they can charge up and start glowing. This increases their attack power to 8. If more than one charges up and you can't defeat them all before they attack, have Bow use Outta Sight to prevent taking damage. Go east.
Here is a little village of Boos in Gusty Gulch. The Boos are surprised to see Bow, saying it's dangerous as Tubba Blubba could appear at any moment. Bow says she came to teach Tubba Blubba a lesson. He last came through yesterday and ate Herbert. The Boos are inspired by Bow's bravery. Talk to the Boos as they have helpful information, such as the fact that you can walk stealthily by moving the control stick slightly. This way you can avoid waking sleeping enemies. Another piece of information is that the key to solving the secret of Tubba Blubba is in the innermost room and to pay attention to the heart and body. Go east to another part of the village, where a Boo will tell you that in a dream he heard to turn and run away until he reached the tower with the spinning vanes. Another says that there's something important next to Tubba Blubba's bed. Walk farther to the east and Tubba Blubba will appear. Use Bow's power to become transparent. Unfortunately, the Boo that instructs you to do so doesn't hide and is eaten. Poor Stanley. Go east.
There are more enemies in this area. There are Hyper Paragoombas and Hyper Clefts. Hyper Paragoombas have 7 HP and give 2 SP. Hyper Clefts have 4 HP, 3 defense power, and give 4 SP. When charged, their attack power is 8. You can reduce their defense to 1 by flipping them with an explosion. Use Kooper to get the Dizzy Dial, hit an item block for some Repel Gel, which does the same thing as Outta Sight, and pick up the letter for Fice T., the guard at the edge of Toad Town near the Forever Forest. Go east. Cross the gap with Parakarry, grab a Super Shroom from the item block, and get some coins from the brick block. Go east to reach Tubba Blubba's castle and save.
Labels:
8-bit Mario,
Boos,
Bootler,
Bub-ulb,
Forever Forest,
Fuzzies,
Gusty Gulch,
Kooper,
Lady Bow,
Paper Mario,
Parakarry,
Super Boots,
Tubba Blubba
Sunday, May 11, 2014
Paper Mario: Chapter 1 -- Storming Koopa Bros. Fortress -- Part 1
Head east of Toad Town and you'll encounter Koopas. They have 4 HP and high defense, until you knock them over with a jump or POW Block. They will give you 2 SP when defeated. In the first area, you can get the Dizzy Attack badge and a Fright Jar. Go east and you'll find a POW Block in an item block. There's a gap ahead. Hit the nearby tree and a switch will fall from it. Hit it to make a bridge appear. On the other side of the bridge, there's a Sleepy Sheep behind the fence.
Go east and you'll find some blue hills. Run in circles around the left one and it will give you hearts to heal yourself while playing the Starman theme. Walk behind the right hill for a Honey Syrup, which restores 5 FP. The path splits in this area. Take the lower route to Koopa Village. Before entering Koopa Village, hit the brick blocks on the ground in the following order: left, right, back. This will make an item block with the Attack FX B badge appear.
Mario gets a very brief welcome into Koopa Village as it is being attacked by Fuzzies. They will steal the shells from the Koopas and run away with them. Hit them with hammers to beat them and the shells will be returned to their rightful owner. Some are in trees, others over blocks. Go east and you'll find one on a brick block that's too high to reach. Push the blue block underneath it, then jump from it to retrieve the shell.
In the house with the blue roof are Bob-ombs that used to work at Koopa Bros. Fortress. The yellow house is the home of Kolorado, an archeologist and explorer. Next door is the house of Kooper. A Fuzzy stole his blue shell and runs off with it. Follow it out the back door into the forest.
In the forests, chase down the talking Fuzzy. On the way, you'll encounter Fuzzies that will battle you. They have 3 HP and give 2 SP. They'll latch onto Mario and drain his HP to restore their own. The timing to guard against this attack is tricky, so keep trying until you get it right. Go east and the talking Fuzzy will hide in a tree. He'll bounce around the four trees with other Fuzzies, but keep track of the blue shell. Hit the tree it ends up in three times. The Fuzzies will move faster after finding him each time. After three times, the Fuzzy will surrender and returns the shell. He says he won't bother him anymore. Try to go west and Kooper will appear. He says he has to stand up for himself against the Fuzzies and is here to get his shell. Goombario lets him know that Mario already got the shell. Kooper thanks Mario after he returns the shell. Kooper tells Mario that he wants to travel with Kolorado and wants to come along on Mario's adventure. He joins the party. He can be sent out in his shell to hit or retrieve distant items Mario can't reach. Try to leave the area again and the Fuzzy will change his mind and attack. There are four of them in this battle. Use Kooper's Power Shell to hit all of the Fuzzies at once.
Once you defeat the Fuzzies, head west back to Koopa Village. Use Kooper to help you get the HP Plus Badge. When you return to the village, there will be a Star Piece over the high brick block. Nearby, you'll find a worm in a top hat. His name is Chuck Quizmo and he'll periodically appear and give Mario a quiz. If Mario answers the question correctly, he'll get a Star Piece. The question he asks here is "What is the name of Goombario's younger sister?" The answer is "Goombaria". In the red house is the Koopa elder, Koopa Koot. He'll ask Mario for favors. First, he wants Mario to bring him a book from Kolorado. Talk to Kolorado's wife and she'll give you the book. Give it to Koopa Koot for one coin. Next, he wants a Sleepy Sheep. If you don't have one, they can be purchased in Toad Town. He'll give you a coin and a Silver Credit to the Toad Town Playground.
Go west twice. Drop down and have Kooper retrieve a Star Piece from across the water. Go east and take the upper path. There's a coin on the ground. It's a trap that makes a Koopa appear. There's a switch across a gap. Have Kooper hit it to make a bridge appear. On the other side of the bridge are Paratroopas. They have 4 HP and give 2 SP. Jump on them once to make them regular Koopas, then land another jump to knock them over. There's an invisible block between the two brick blocks with a Fire Flower. Go east and you'll find a Star Piece in a tree. Use the Heal Block and go east to reach the Koopa Bros. Fortress.
Go east and you'll find some blue hills. Run in circles around the left one and it will give you hearts to heal yourself while playing the Starman theme. Walk behind the right hill for a Honey Syrup, which restores 5 FP. The path splits in this area. Take the lower route to Koopa Village. Before entering Koopa Village, hit the brick blocks on the ground in the following order: left, right, back. This will make an item block with the Attack FX B badge appear.
Mario gets a very brief welcome into Koopa Village as it is being attacked by Fuzzies. They will steal the shells from the Koopas and run away with them. Hit them with hammers to beat them and the shells will be returned to their rightful owner. Some are in trees, others over blocks. Go east and you'll find one on a brick block that's too high to reach. Push the blue block underneath it, then jump from it to retrieve the shell.
In the house with the blue roof are Bob-ombs that used to work at Koopa Bros. Fortress. The yellow house is the home of Kolorado, an archeologist and explorer. Next door is the house of Kooper. A Fuzzy stole his blue shell and runs off with it. Follow it out the back door into the forest.
In the forests, chase down the talking Fuzzy. On the way, you'll encounter Fuzzies that will battle you. They have 3 HP and give 2 SP. They'll latch onto Mario and drain his HP to restore their own. The timing to guard against this attack is tricky, so keep trying until you get it right. Go east and the talking Fuzzy will hide in a tree. He'll bounce around the four trees with other Fuzzies, but keep track of the blue shell. Hit the tree it ends up in three times. The Fuzzies will move faster after finding him each time. After three times, the Fuzzy will surrender and returns the shell. He says he won't bother him anymore. Try to go west and Kooper will appear. He says he has to stand up for himself against the Fuzzies and is here to get his shell. Goombario lets him know that Mario already got the shell. Kooper thanks Mario after he returns the shell. Kooper tells Mario that he wants to travel with Kolorado and wants to come along on Mario's adventure. He joins the party. He can be sent out in his shell to hit or retrieve distant items Mario can't reach. Try to leave the area again and the Fuzzy will change his mind and attack. There are four of them in this battle. Use Kooper's Power Shell to hit all of the Fuzzies at once.
Once you defeat the Fuzzies, head west back to Koopa Village. Use Kooper to help you get the HP Plus Badge. When you return to the village, there will be a Star Piece over the high brick block. Nearby, you'll find a worm in a top hat. His name is Chuck Quizmo and he'll periodically appear and give Mario a quiz. If Mario answers the question correctly, he'll get a Star Piece. The question he asks here is "What is the name of Goombario's younger sister?" The answer is "Goombaria". In the red house is the Koopa elder, Koopa Koot. He'll ask Mario for favors. First, he wants Mario to bring him a book from Kolorado. Talk to Kolorado's wife and she'll give you the book. Give it to Koopa Koot for one coin. Next, he wants a Sleepy Sheep. If you don't have one, they can be purchased in Toad Town. He'll give you a coin and a Silver Credit to the Toad Town Playground.
Go west twice. Drop down and have Kooper retrieve a Star Piece from across the water. Go east and take the upper path. There's a coin on the ground. It's a trap that makes a Koopa appear. There's a switch across a gap. Have Kooper hit it to make a bridge appear. On the other side of the bridge are Paratroopas. They have 4 HP and give 2 SP. Jump on them once to make them regular Koopas, then land another jump to knock them over. There's an invisible block between the two brick blocks with a Fire Flower. Go east and you'll find a Star Piece in a tree. Use the Heal Block and go east to reach the Koopa Bros. Fortress.
Labels:
Bob-omb,
Fuzzies,
Kolorado,
Koopa Koot,
Koopa Village,
Kooper,
Star Piece
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