Showing posts with label Pokey. Show all posts
Showing posts with label Pokey. Show all posts

Tuesday, January 26, 2016

Mario and Luigi: Paper Jam -- Part 4: Nabbing the Prize

Now that the papercraft battle is over, head east to Doop Doop Dunes. Starlow spies Bowser's Castle in the distance. Inside, a Hammer Bro asks a Paper Hammer Bro how a paper hammer does damage. The Paper Hammer Bro offers to try it out on him. The other minions are meeting their paper counterparts. The Magikoopa and Paper Magikoopa assemble the minions into a truly massive army. They give their battle cries while Bowser Jr. complains of boredom. Paper Bowser Jr. shares his sentiments. He says they'll get a reward for watching the princesses, but it's boring. Bowser Jr. asks where his paper counterpart is from. He says he and his dad flew out of the same book. Bowser Jr. wonders if Paper Bowser Jr. would have to go home if they found the book. He thinks that is likely. Bowser Jr. wants to keep hanging out to stave off the boredom. Paper Bowser Jr. has a solution: destroy the book. Bowser Jr. thinks their dads would like the idea as well, but neither know where the book is.

In the cage nearby, Peach wonders if there's a way out. Paper Peach slips through the bars with ease. Bowser Jr. wants to find the book once they're done watching the princesses. Meanwhile, the Bowsers appear in front of their armies, saying they're unstoppable. Paper Bowser wants to be in front. Bowser's plotting domination of the Mushroom Kingdom.

Back in Doop Doop Dunes, Luigi spies Nabbit. Dash to chase after him. While dashing, the bros can jump simultaneously with (X). Nabbit dodges twice, but drops the Drill Shell Bros. Attack. Starlow suggests chasing Nabbit for more Bros. Attacks. Chase after him into the next area and the Magikoopas will drop cardboard platforms to block your path. They doubt the bros will reach Bowser's Castle. There are Spinies in the desert. Use hammer, Bros, and Trio attacks to defeat them. Mario made it to level 6 and ranked up to Shell Rank. There are bonuses you earn with each increase in rank, but some may only be equipped by one bro, such as an increase in stat. Go to the northwest side of the area to find a gap. Send Paper Mario in a few times for some helpful items. Reach the higher ledges in the area using the cardboard platforms and you'll reach a red switch. Hit it to make a platform rise up so you can reach a higher platform.

Walk around and you'll find another switch. When you try to hit it, Nabbit will come out of hiding and steal all of the bros' hammers. Chase him down by dashing, but he'll toss spike balls you'll have to avoid. Slide into him to get back a hammer. Do this twice more to get all three hammers back. You'll also get a new Bros. Attack: Rocket Blast. Nabbit runs off to the south. Hit the switch so you can follow him. Bowser's Castle is due east of here. Near the slight hill with the many coins, you'll find Nabbit. Chase him up the sand flow and something drops from the sky. It's a Pokey and a Paper Pokey that looks like Tower Power Pokey. They knock the cardboard loose from the sand flow and send the bros flying.

Starlow says they have to go back to where they came from, but hit the giant stone block can't be broken by Mario's hammer. Luigi and Paper Mario join in to no avail. Paper Mario gets an idea. The bros must use the Trio Hammer by pressing (A), (B), (Y), in order. Stand next to the block and execute Trio Hammer to break it. Starlow thinks the move can be used to flip things over. Break the blocks in the area and walk across the bridge to the right. The Pokeys will knock into the bridge, sending the bros plummeting. They land in Doop Doop Dunes Grotto. The Pokeys are standing nearby and won't let the bros pass without a fight. The bros will need a way to jump really high.

Tuesday, October 21, 2014

Super Paper Mario -- Chapter 8-4: Tippi and Count Bleck

A frigid wind blew through the dim and draft corridors of Castle Bleck. Bowser, Peach... and even brave Luigi were gone. Mario was the only hero left. It was up to Mario to stop the dark prophecy. Every world hung in the balance. What thrilling conclusion awaited our hero? Mario ran to the count's inner sanctum, his mustache fluttering in the breeze...

Tippi says it's just her and Mario now, which reminds her of the time they first met. She apologizes, saying she promised to help Mario find his friends, who are now gone forever. Mario disagrees. Tippi thinks he may be right that they survived. They are heroes and she's going to believe in them, and HIM most of all.

In Castle Bleck's Inner Sanctum, you'll find Coptas, Poison Pokeys, and Cursyas. You'll also find some Mushrooms in item blocks. Go through the door and you'll find Magiblots and no way out. Use Tippi's power to find a hidden door. In this room, you'll find rising platforms, along with Parabuzzies and Spiky Parabuzzies. You'll come to a dead end. Flip to find a path around the tall platforms, then go through the door.

There are infinite platforms in this room. In the middle of the room, when you reach solid ground, flip to find a pipe. Flip and use Dottie to shrink to pass through a tiny hole in the wall. This leads to a chest with a key. Return to the infinite platforms to unlock the door. The door leads to a room with many Mega Muths, with 200 HP and 8 attack. Some of them are in 3D.

Go through the door and you'll find a hallway that dead-ends. Flip and you'll see several doorways to your right and left. These lead to different hallways, some with items and most with enemies. From the door, go right four times to find a chest with a Shooting Star. From the door, go left once to find a door.

From the door, take the first right to find a chest with a Super Shroom Shake. To reach the next door, from the door, go left three times. In the next set of hallways, take the first right, then the second right, then walk backwards to take the first right to find a chest with an Ultra Shroom Shake. Go through the first right to reach a door. The door leads to some stairs with an Ultra Shroom in an item block and a Save Block. When you're ready, go through the door.

Tippi feels something powerful on the other side of the door and she thinks it may be the Chaos Heart. Count Bleck and Nastasia are here. "Bleh heh heh heh heh... I see you've come at last! So you really are the hero of the Light Prognosticus. But you are far too late to stop the Dark Prognosticus and me... Count Bleck! All worlds will soon end. Come to grips with that now, for you cannot stop it. I suggest you make yourself comfortable and enjoy this one, final spectacle!" Tippi asks why he wants to destroy everything and how could he do this. "Count Bleck does not care about any world! They are all meaningless. Better that I destroy them! Better yet, I shall make it as if they never existed at all!" Tippi asks Blumiere if their meeting was meaningless as well. "You know the answer, dear Timpani... Count Bleck does not have to tell you... But the hour has grown too late. You should know that by now." Tippi knows the only want to stop this is to defeat him, which is why she and Mario are here. "BLEH HEH HEH HEH! BLECK! Very well! But I will also do what I must! Count Bleck is the deleter of worlds! My fate is written in the Dark Prognosticus. Do not think for a moment that I will hesistate to strike you down. ALL NOW ENDS! Leave me, Nastasia! I will deal with these two ALONE." Nastasia tries to object, but he says, "Count Bleck demands it! I will not say it again." Nastasia leaves and he continues, "Are you prepared, hero? Our duel will be worthy of the last clash the world will ever see!"

Count Bleck has 150 HP and 8 attack. He shoots out blasts of dark energy. He's also invincible, guarded by a shield of the Chaos Heart. "How laughable! Is that all the heroism you can muster? Let me show you true power! You can't so much as tug on the cape of Count Bleck! You have failed! Bleck! I expected more potency from the hero of the prophecy! I will watch your game end, and then your precious worlds will end soon after!" He prepares a huge energy blast. Tippi wonders if this is the end. Someone asks if they're giving up already? It's Bowser, telling Mario to man up, as he never gives up this easily when he attacks his castle. "Bleh heh heh heh heh heh... So you ARE alive, then!" Peach and Luigi show up. Peach says they'll never let him destroy everything. Luigi says they won't let him get away with this and that they're not giving up. Count Bleck will never win. Tippi asks how they got here. Bowser fell through the floor before the ceiling could crush him. Peach landed on Bowser, which was a surprisingly soft landing. Luigi doesn't know what happened, but Peach found him unconscious. He's ready to defeat Count Bleck. Bowser says Count Bleck will have to deal with all of them.

"Bleh heh heh heh heh heh... 'When the four heroes are united...' It is all as foretold." Light flashes. "What... What's this?" The heroes start glowing. Peach asks what's happening to Count Bleck. Pure Hearts appear around him and shatter the Chaos Heart's barrier. "Bleh heh heh heh... huh?! My barrier... is gone?!" Tippi quotes Merlee, saying, "Four heroes unite, their hope burns forth light to shatter the walls of blight." "So be it... says Count Bleck! But don't celebrate just yet. Your precious worlds aren't safe until my last breath! Let us finally end this! Now the true battle beings... with Count Bleck!"

You can now damage Count Bleck and select from the four heroes. Count Bleck likes to move around and flip to change his location. Hop on the platforms to reach him. You'll want to stomp him, then get out of the area to avoid any attacks he has up his sleeve. He can summon a black hole that will slow you down and do a lot of damage if you get caught up in it. Run away from it until it goes away.

When you defeat him, he says, "BLEHHHH!" The Chaos Heart disappears, then reappears near the floor. Count Bleck appears near it, looking worn out. "Ex... Excellent..." Nastasia appears near the count. He says, "You have won... Now finish Count Bleck. Dispatch me and the Chaos Heart will disappear. The prophecy will be undone..." Tippi asks why it has to end like this. "Timpani... when you vanished, I searched long for you. I never gave up looking... I searched and searched... But I never found you. Without you, the world had no meaning or joy... So I used the forbidden prophecy of the Tribe of the Ancients to end all worlds. I wanted to destroy everything that had taken you away from me..." Tippi says that she's here now and none can keep them apart anymore. "It is too late. Count Bleck has done so much evil... It must end. Just knowing that you are still alive... And knowing that the world you still live in will continue... It gives me peace. I do not have long to live. You must end my game before The Void destroys all..." Tippi protests that they're together again.

Nastasia looks shocked and tells Count Bleck to look out. She's hit by a familiar-looking blast. "Na-Nastasia!" Someone calls her a silly assistant for absorbing the attack to protect the count. They call it an adorably hopeless gesture. It's Dimentio, saying he was about to give the count the everlasting peace he desperately wants. Tippi is shocked that Dimentio's alive. He says this is his moment. Even if the count dies, the Chaos Heart won't disappear if he continues to control it. He needed the Pure Hearts to beat Count Bleck, something he couldn't do on his own. Instead, he has the heroes do all the sweaty labor for him and they even used up the Pure Hearts to defeat the count. If they make greeting cards to thank people for helping with evil plans, he owes them one. Now, none of them hold any value, so he's ending their games. He tells Mr. L that they're all his. He snaps his fingers and Luigi starts flapping his arms against his control. A sprout appears on his head and he says, "I AM MR. L! Master Dimentio, what is your bidding?" Dimentio explains he sent Luigi here after planning a seed in his unconscious, which has now sprouted. He sends Luigi off to prepare for his big entrance. Dimentio takes the Chaos Heart, saying, "Get ready for the greatest magic show you'll ever see!" Both are absorbed into the darkness. Someone says "GREEEEEEN!" Something gigantic appears with Luigi's head and feet and Dimentio's torso. Dimentio explains that the Dark Prognosticus says Luigi's the ideal host for the Chaos Heart and he added his own power to the concoction. "No... Stop!" says Count Bleck. Dimentio makes Count Bleck, Tippi, and Nastasia disappear, saying he'll squeeze the life out of them later. He tells them to wait in the dimension he sent them to. He enters the robot, saying the Chaos Heart is his. He'll destroy all worlds, create perfect new ones, and become king of all worlds.

The platforms in the room start moving and making faces. This is Super Dimentio, with 200 HP and 6 attack, but he's invincible right now. He'll target the heroes and either land on them or shoot at them. Keep moving so he can't hit you. He can also punch you. The platforms also shoot at you, so be careful. After a while, Super Dimentio announces it's destruction time and he'll begin with the heroes as they wallow in helplessness like upside-down turtles. He calls out, "L-POWER!"

On Flopside Tower, Merlon says the worlds are trembling. He wonders if the end is nigh. Norlem calls this unfortunate. The worlds that the heroes have visited start warping. In Dimension D, where Dimentio sent Tippi, Count Bleck, and Nastasia, Tippi says they have to do something to save Mario and the others. "We cannot. Without the Pure Hearts, there is not way to counter the Chaos hHEart. All we can do is give up." Tippi is shocked that Count Bleck would give up after promising long ago that they would find happiness together. She asks if it was just a lie. "It was no lie. But without the Pure Hearts, all worlds are doomed. What can we do?" Tippi tells Blumiere to snap out of it, asking how he can think that after they've suffered apart from each other. They found each other because they stayed alive, so she can't believe he'd admit defeat. She's not giving up because he promised they'd find happiness. Someone says Tippi's right. Mimi and O'Chunks flip in. "My minions... How did you find us here?" Mimi says they followed his smile. O'Chunks says that Nastasia said they'd be here. "Nastasia..." O'Chunks says Nastasia sacrificed herself to save him. He also promised the count his life and will live up to that promise. Both he and Mimi want to help, declaring their loyalty. "My... My loyal minions..." Black hearts appears, then reveal themselves to be Pure Hearts. "Hmm... What's this? Pure... Hearts?! But why?" Tippi explains that they are the feeling of our souls. As long we feel love, they live on. Tippi says she'll take them to Mario.

Dimentio says they should stop wasting time and finish this. Lights flash and the Pure Hearts surround Super Dimentio. He thought the heroes wasted them fighting Count Bleck. Super Dimentio is no longer invincible and the heroes are fully healed. Tippi rejoins them, saying the Pure Hearts have given them power. Now that you can attack, attack the head. Once you defeat him, he asks how they did it. He wonders how he could lose with the power of the Chaos Heart and Luigi. He asks if the prophecy has been undone. Peach says the prophecy was wrong all along. Bowser says Dimentio believed in the prophecy and they believed in mopping the ground with him. Tippi says nothing is decided entirely by fate and that everyone can choose their destinies. She bids him farewell. They'll add a footnote about his failure to the prophecy. Dimentio says this isn't finished. They can't stop this or escape. He has one last surprise. Super Dimentio spits out the Chaos Heart and Luigi. Luigi wonders what he's doing there. The Chaos Heart disappears.

Count Bleck, Mimi, and O'Chunks appear. "So it seems the end of all worlds is really upon us..." Tippi asks if defeating Dimentio wasn't enough to stop it. "I thought the Chaos Heart would disappear if the person controlling it fell... Dimentio... must have left behind a shadow of his power to continue controlling it. It won't last long... but it may be enough to ensure the end of every world..." Bowser asks what they should do now. "There is only one thing left that we can do." Count Bleck summons a large, cracked door. "This way!"

The door leads to the alter where the wedding ceremony between Peach and Bowser was performed. Count Bleck asks, "Timpani... Do you still... Do you still love me?" Tippi says she does. "Then you must come with me." O'Chunks asks what they're doing and he explains, "We will use the Pure Hearts again, this time to banish the Chaos Heart. All we need is true love... And that is something I am lucky enough to possess... But... With the Chaos Heart gone, the Pure Hearts and those linked to them... They may cease to exist." Mimi doesn't want him to go away. "All of this is my fault. It is my price to pay. I do not have long to live anyway. But you, Timpani... It pains me to know this may cut your game short... Still... There is no other way to end this." Tippi understands. "Timpani..." She says nothing else matters as long as they are together.  The ground shakes violently. Luigi announces that the end is happening. "We must go, Timpani..." Tippi agrees. They fly up to the alter, where the Chaos Heart is. "There were so many things I wanted to say to you.. but I could not find the words." Only one thing matters to Tippi: she never got to return his question. She asks if he loves her. "Of course... I have thought about you every moment since you disappeared... But I have caused you so much suffering..." Tippi says her life would have been more carefree if she hadn't met him. "But I had to be with you, Timpani. I will never apologize for that..." Tippi knows that and says she loves him. "And I love you, Timpani... Hundreds of thousands of years from now, that fact will not have changed..." Pure Hearts surround the Chaos Heart and engulf it. The world starts shaking. Bowser wonders if they're too late. Luigi hears something. They all hear bells chiming. The ground stops shaking. Peach says the bells are giving their blessing to Tippi and Bleck. In the worlds they've visited, The Void slowly disappears and the worlds are restored, including the Sammer Kingdom.

Blumiere: Timpani... do you remember the promise we made to each other that day?
Timpani: Yes, I remember...
Blumiere: If there was a place where we could be happy together, we would find it. Will you come with me to that place now?
Timpani: Blumiere... Of course... I will always be with you...

Back on Flipside Tower, Luigi wakes up Mario. Mimi, Nastasia, and O'Chunks are with the heroes. Nastasia wakes up, thrilling O'Chunks.  Peach draws their attention to the sky, where The Void is closing. Someone says it's a sign that the Prophecy of Destruction has not come to be. Merlon appears, saying all worlds have been saved. He thanks them for a job well done. He looks around, wondering where Tippi is. Mario explains what happened. Merlon accepts that she is gone under the guidance of the Pure Hearts. Peach wonders what happened to Count Bleck and Tippi and Merlon thinks they were lost when the prophecy was nullified. Nastasia disagrees, saying they're alive, fulfilling their old vows after overcoming time. She starts crying that she's all alone. O'Chunks agrees they're alive but says she shouldn't shame the count by crying. Mimi says they're still together, so they can build the count's world. Nastasia agrees that the count wouldn't approve of her crying. She also wants to create the count's world of love and not war. She suggests they pencil in an appointment for hope. Merlon comments on how farewells are bittersweet, but unavoidable. To feel sadness is to live, but the future is a blank page. After that profound musing, Merlon announces that he is hungry. He asks Saffron to make some snacks. Bowser likes this plan and starts heading for the elevator with the minions. The bros and the Pixl leave as well. Peach starts to leave, but stops when Merlon mumbles something. He wonders if Lady Timpani is truly happy. Peach says she is. Merlon agrees and they leave to get some snacks.

So the dark prophecy was averted and peace reigned. The Dark Prognosticus again faded into history... Count Blumiere and his love, Lady Timpani, both vanished. Where did the pair go? None know. And so the story of the lost book of prophecies comes to an end... May we meet again in another time and place...

Roll credits! After the credits roll, you'll see Lady Timpani and Count Blumiere, standing in a field together near a tree.

Saturday, September 27, 2014

Super Paper Mario -- Flopside Pit of 100 Trials

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

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

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

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

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

Sunday, September 14, 2014

Super Paper Mario -- Flipside Pit of 100 Trials

It's time to take on the Pit of 100 Trials. To prepare, I made five Emergency Rations, items that heal 50 HP in this area, and 10 HP elsewhere. They are made by having Dyllis of Hot Fraun in Flopside cook Cake Mix (purchased in the Itty Bits on B1 of Flipside) and a Fire Burst, purchased at Howzit's shop on the second floor of Flipside.

To open up the pits, go to B2 of Flipside and use Luigi to hit the switch. This moves some blocks out of the way so you can reach a pipe. Accept the challenge to start. There are 90 floors with enemies. All you have to do is defeat the enemy with the key to unlock the door. Which enemy has the key is random, so you may find the key quickly or slowly. You have 5 minutes to clear each floor, but you'll want to take much less time. My successful run too about 1 hour and 18 minutes. You'll also want to execute Stylish attacks when possible for extra points so you'll level up and heal faster. Each floor is a 2D area designed to look like a Game & Watch screen. The background will represent each of the Pure Hearts the heroes obtained.

A general strategy is to move around on Carrie and have Bowser burn every enemy in sight with his fire breath. You may want to switch to Mario to deal with the fact that the platforms are close to each other vertically, which makes platforming with Bowser difficult. Mario's also good for dealing with enemies that flip and moving around quickly. The platforms are not usable in 3D, which can make reaching the door a little easier. If this doesn't work, use the pipes to move from one side to the other. Use Boomer on flameproof enemies. Luigi is good for enemies that are too close to the edges of platforms. Stay healed and only use the Emergency Rations when you need to. Some enemies will drop items and Flimm may appear on certain floors (multiples of 10).

Here is a list of the enemies I encountered. I may have missed some if I got the key and reached the door quickly enough to not need to look around.
1. Squiglets
2. Goombas
3. Squiglets and Squigs
4. Sproing-Oing
5. Goombas and Gloombas
6. Cherbils
7. Squigs and Sproing-Oings
8. Squiglets and Squigs
9. Poison Cherbils and Gloombas
10. Each room that is a multiple of 10 has a chest with a Catch Card in it. This one has a Tippi card. The rooms also have an exit. Flimm may appear. Take advantage if he does.
11. Koopas and Paratroopas
12. Paragoombas and Spiky Goombas
13. Clefts and Shlurps
14. Flipping Goombas and Koopas
15. Boomboxers and Shlurps
16. Tileoid Gs and Koopas
17. Flipping Koopas
18. Buzzy Beetles and Squigs
19. Squiglets and Koopas
20. Thoreau card
21. Spinies
22. Boos and Gloombas
23. Fuzzies and Cherbils
24. Boing-Oings and Sproing-Oings
25. A single Chomp (stomp with Bowser)
26. Crayzee Dayzees and Paragoombas
27. Squiglets
28. Hammer Bros and Boos
29. Rawbus
30. Boomer card
31. Tileoid Bs and Tileoid Gs
32. Longators
33. Squigs, Growmebas, and Cursyas
34. Clefts and Stone Buzzies
35. Squigs and Choppas
36. Ninjoes
37. Squigs, Buzzy Beetles, and Spike Tops
38. Spiky Goombas and Magikoopas
39. Fire Bros and Tileoid Gs
40. Slim card
41. Clubbas and Squiglets
42. Gloombas and Pokeys
43. Koopa Strikers (depending on where they are, they can hurt themselves and others with their shells, so you can just wait on some of them)
44. Squigs and Squogs
45. Tileoid Rs and Tileoid Bs
46. Flipping Goombas, Flipping Koopas, and Flipping Paratroopas
47. Cherbils (Sleep, Poison, Ice)
48. Magikoopas and Clubbas
49. Squogs
50. Thudley card
51. Buzzy Beetles, Spinies, Flipping Spinies
52. Pigarithms
53. Spanias and Tileoids Bs
54. Clubbas and Dry Bones
55. Hooligons
56. Dark Boos and Cursyas
57. Ice Cherbil and Zoing-Oings
58. Crayzee Dayzees and Amayzee Dayzees (they move quickly and flip, so just wait a while before you chase after them. They may have the key.)
59. Squigs and Yellow Magiblots
60. Carrie card
61. Beepboxers, Cursyas, and Heavy Cursyas
62. Dry Bones and Dark Boos
63. Boomerang Bros and Clubbas
64. Tileoid Rs and Tileoid Ys
65. Growmebas and Blomebas
66. Ninjoes and Skellobits
67. Longators and Longadiles
68. Squogs and Flipping Hammer Bros
69. Soopa Strikers
70. Fleep card
71. Moon Clefts and Clefts
72. Jawbus
73. All kinds of Cursyas
74. Coptas
75. Ruff Puffs
76. Boomboxers, Beepboxers, and Blastboxers
77. Squogs, Blue Magiblots,
78. Chromebas and Blomebas
79. Flipping Spiky Skellobits
80. Cudge card
81. Hogarithms and Tileoid Ys
82. Squoinkers and Red Magiblots
83. Pink Fuzzies and Cherbils
84. Spanias and Shlorps
85. Poison Pokeys and Dark Boos
86. Koopatrols and Magikoopas
87. Chromebas, Coptas, Reversya Cursyas
88. Ninjoes and Ninjohns
89. Headbonk Goombas
90. Dottie Card
91. Gawbuses
92. Ninjoes, Ninjohns, and Ninjerrys
93. Skellobits and Cursyas
94. Squoinkers and Flipping Fire Bros
95. Skellobits and Spiky Skellobits
96. Flipping Boomerang Bros and Flipping Fire Bros
97. A single Squoinker (upper left corner)
98. Red Chomps
99. Red, Blue, and Yellow Magiblots

100. At the bottom of the pit, you'll find an area that looks like Fractail's area. Walk to the right and someone asks, "Who's that?!" A dragon is drawn in. It's the wrathful god, Wracktail. The Ancients locked him in here. Wracktail asks why the heroes woke him up. It will punish them with death to make them understand the wrath of the gods. It has an unknown amount of HP and 10 attack. Tippi says he's a prototype of Fracktail. The antenna is the weak spot. Wracktail behaves the same way as Fracktail does. Flip to get on Wracktail's back when it approaches from the right. You can still throw the Wrackles on its back at the antenna, but since Luigi's on the team, you can Super Jump to reach the antenna and combo stomp it, racking up extra points by being Stylish. When he's defeated, he says he's done, but the heroes have not yet won. He's not the only monster the Ancients created. A greater terror awaits them in the Flopside Pit of 100 Trials. It explodes and an chest appears.

Open the chest and someone says, "Brrrrrrrrr!" This is one of the last times things get funky. The missile-shaped Pixl says they defeated that monster of a dragon. It says it's crazy that the heroes cleared the other 99 rooms and it's impressed. It gives the heroes a round of applause. The Pixl says to stay on their toes for what's ahead and that they must treasure life. Fate brought them together here and it will lend them it's power. His name is Dashell and he joins the party. The heroes can now move around at higher speeds than with Carrie, but without protection from spikes. Dashell says to dash and shuffle to dodge the fiercest attacks. He's survived many a battle by fleeing. He'll help them run into a more peaceful world. Use the pipe to exit and save your game. Congratulations! Now restock on Emergency Rations and head to B2 of Flopside.

Monday, August 25, 2014

Super Paper Mario -- Chapter 5-2: Pixls, Tablets, and Crag

In pursuit of the abducted Cragnons, Mario and Co. headed for the Gap of Crag. What did the Floro Sapiens want? And where was King Croacus with the Pure Heart? Despite their hustling pace, our heroes never caught sight of the Floro Sapiens. But Mario didn't give up. He knew his fleet feet would catch them eventually.

In the Gap of Crag, Tippi says they've finally caught up with the Floro Sapiens, who have just gone through a door. Go to the right and you'll find Pokeys. Don't jump on them without Carrie. Farther to the right is a pool of water with Cheep-Cheep that can flip. Drop down to the bottom and you'll find a chest with the Water Tablet. Get out of the water and go through the door. The Floro Sapiens go through a pipe that is covered with a large yellow block. Go left and you'll find Clubbas. Flip behind the blocks for a switch that draws in a hill under the door.

Go through the door and you'll find more Pokeys and a Rawbus. There's also a Tech Cursya, which prevents you from using a hero's special abilities, so Mario can't flip if cursed. Flip in the area where you find the Tech Cursya and you'll find many item blocks, as well as a path. Drop down and have Bowser breathe fire on the flame-shaped rock to make the Fire Tablet appear. Go back up and get the items from the item blocks. There's a Slow Flower, Fast Flower, Happy Flower, Ghoul Shroom, Zombie Shroom, and some Pal Pills. I also encountered a Megabite, a flying skull with 4 HP and 1 attack. They only take 1 HP per hit, but fly off eventually. Go back to the left and use Fleep on the Space Rift to make a switch appear. Hit it to draw some rocks in so you can go back the way you came.

Go to the right and you'll find two invisible blocks over some item blocks. Both invisible blocks contain Mushrooms. Cross the gap and go through the door and someone says they've showed at last. It's O'Chunks, complaining that he hasn't been made to wait like that since a girl stood him up. He accuses the heroes of doing that to try to break his concentration, which he considers cheating. He won't fall for it. Tippi calls him misguided, which O'Chunks says isn't even a real word. Tippi tells him to step aside as this battle will end the same way as the first. O'Chunks wants an apology written with their faces. Dimentio sends his greetings, saying they meet again like two large, hairy Vikings on a storm-tossed schooner. O'Chunks says he doesn't need Dimentio's help and that Dimentio will only get in the way. Dimentio insists he won't be a hindrance and is only here because he has an acquaintance in this world. He dropped in to say hello and thought his magic could aid in the fight. He sends them to a new dimension and leaves them to fight to their hearts' content. O'Chunks has 40 HP and 2 attack. Pick him up with Thoreau and throw him, then stomp. Throw him into a corner so you can better combo stomp him. He has a spinning attack and can also charge at you. Once you defeat him, you return to the Gap of Crag.

He says being beaten twice is too much to bear and he can't show his face to the count. He asks them to put him out of his misery. His only regret was not confessing his love to that girl, but says that's not the way brave warriors talk when the time comes. He orders them to end his game. Dimentio reappears, asking how things are going. O'Chunks says that this is important and wants some privacy. Dimentio says O'Chunk's honor must be satisfied, so he asks him to humor him for a little. Dimentio thinks it's something O'Chunks would enjoy and asks him to try it out. O'Chunks calls him a crazed loon, saying this isn't the time for it. Dimentio asks if this isn't the time for something that would aid Count Bleck. O'Chunks says if it's for the count, that changes things. He agrees and says he's letting the heroes off easy and that they should work on their skills. Tippi asks what happened to him not showing his face to the count. O'Chunks lives for the count and couldn't end his game without the count's express permission. O'Chunks is all brawn and no brain and his past means nothing. The only thing that matters is Count Bleck's future. Dimentio and O'Chunks leave.

To the right is a rock. Flip into 3D and you'll see the rock is shaped like Yoshi. Run around it in a circle to make the Stone Tablet appear on the rock's nose. You'll have to be in 3D to get it. Go back through the door and climb the tall rock, then the blocks high into the sky. Jump from the top block to hit an invisible block with a ladder. Climb the ladder, then, while standing on the blocks at the top of the ladder, flip to reach the blocks above it. Up here are places for the tablets. Place them in the following arrangement: Stone, Water, Fire. There's some shaking and someone says, "Hey yo!" It's time to get funky again. It's a hammer-shaped Pixl. It's not getting a response from the heroes, so it asks if they're ignoring it or was that a "Yes"? It then begs, "PLEASE TALK TO ME!" Agree to talk to it and it says it's been a while since it heard voices or talked. It says you must tell people how you feel or they won't know and you must talk or no one hears. It asks for the hero's motto. Enter your favorite word. It thinks it's a good word, then flies up and shouts it to the world. It feels like it knows them now and calls it inspiring. It hasn't felt like this in while and it's like when it became a Pixl. It'll stick around with the heroes. His name is Cudge, the hammer Pixl. Swing Cudge for some serious damage, which allows you to break things like giant yellow blocks. Cudge says he has lots of pent-up energy.

Drop down to the right and break the giant yellow block. This makes the pipe reappear. It leads to a cave. Float to the right and flip to find a chest with a Stone Buzzy card. Drop down to the star.

Friday, July 25, 2014

Paper Mario: The Thousand-Year Door -- Pit of 100 Trials

Before I met Professor Frankly at the Thousand-Year Door, I decided to complete an extra challenge: the Pit of 100 Trials. It's a series of battles numbering just under 90, but there are 100 floors to go through. Each time is a little different. The first 40 or 50 floors seem like a warm-up: the enemies are ones you've faced before and you'll only get 1 Star Point from the battle. Don't bother equipping the First Strike badge, as it doesn't work here. If things are looking bleak, leave the pit and regroup. Save your game, so you can keep the experience and badges that you can get ever 10 floors (except floor 100) and from some of the enemies. You'll also want to bring a good stash of items, such as Maple Supers and Thunder Rages, but keep some space in your inventory to steal items from enemies and get some from the audience. Every 10 floors, you'll find a large chest with a badge. You may also find a salesman here. His list of items will never change, and you can buy as many items as you can afford/ carry. The farther you go into the dungeon, the more expensive the items get, to the point they border on usurious.

At the start of my successful run, my stats were as follows: Level 24, 35 HP (with badges), 30 FP (with badges), 51 BP. I had the following badges equipped: Multibounce, Power Bounce, Fire Drive,  HP Plus x2, FP Plus, Power Plus,  Damage Dodge, Close Call, Pretty Lucky (stolen from an enemy), Lucky Start, Happy Heart, Happy Flower, Pity Flower, Spike Shield, Zap Tap, and Power Plus P. I also had 3 Power Punches in my inventory.

Here are some strategies and tips: Get the First Strike as much as possible. Use as few items, FP, and Star Power as possible in the early battles. If you need to heal early on in the pit, use Star Power, such as Sweet Treat and Sweet Feast, as Star Power is easy to recover. Later on, you'll have to manage all of these very well to survive. There are also Punies on the floors called Movers. Pay them some coins and they can move you either 2 or 5 floors below, or to the exit. Use them wisely, but check the floor you're on first so you don't skip chests on the floors that are multiples of 10. Bring some Life Shrooms and keep your partners healed, so they won't use them up. Equip the Lucky Badges and the Zap Tap badge when you get them. The Zap Tap badge prevents enemies like Swoopers, Fuzzies, and Bandits from stealing stuff and leaching HP or FP. When you level up, you should increase your BP to accommodate your new badges. Refresh Merlee's spell to help you out.

I will list the battles I experienced so you can get an idea of what kind of enemies to expect. Your battles may differ.
1. Gloomba and Dull Bones
2. 3 Spinia, 2 Spania
3. 3 Spania
4. Dull Bones and Gloomba
5. 5 Fuzzies
6. Gloomba and Spania
7. 3 Spinia, 2 Spania
8. 2 Spania, 2 Fuzzies
9. Dull Bones and 2 Spinia
10. Chest with the Sleepy Stomp badge
11. Paraglooomba and 2 Piders
12. 4 Clefts
13. 2 Pokeys, 2 Piders
14. 2 Dark Puffs, Pokey
15. 4 Piders
16. Paragloomba, 2 Pokeys
17. 4 Clefts
18. 2 Pokeys, 2 Piders
19. 3 Dark Puffs
20. Chest with the Fire Drive badge
21. 2 Spiky Gloombas, with 7HP and 4 attack, and 2 Boos
22. Bandit and Spiky Gloomba
23. Lakitu and Spiky Gloomba
24. 4 Bob-ombs
25. 2 Boos, Spiky Gloomba
26. 2 Spiky Gloombas, 2 Boos
27. Bandit and Spiky Gloomba
28. 2 Lakitu, 2 Bob-ombs
29. 2 Bob-ombs, Spiky Gloomba
30. Chest with the Zap Tap badge
31. Dark Koopa, 2 Parabuzzies, with 8 HP, 4 attack, 2 defense. Flip them to drop their defense to zero.
32. Mover and a switch to the next floor
33. Parabuzzy and Flower Fuzzy
34. 2 Shady Koopas, Dark Koopa
35. 2 Flower Fuzzies, Dark Koopa
36. 2 Flower Fuzzies, Dark Koopa
37. 2 Hyper Clefts, Parabuzzy
38. Parabuzzy and Flower Fuzzy
39. 2 Shady Koopas, Dark Koopa
40. Chest with the Pity Flower badge
41. 4 Dark Paratroopas, with 8 HP, 4 attack, and 2 defense. Flip them over to drop their defense to zero.
42. Bulky Bob-omb, Poison Pokey, with 8 HP and 4 attack, and Spiky Parabuzzy, with 5 HP, 3 attack and 4 defense. Flip them over to reduce their defense to zero.
43. 2 Lava Bubbles, Dark Paratroopa
44. Poison Pokey and Dark Paratrooopa
45. 2 Spiky Parabuzzies, 2 Lava Bubbles
46. 2 Dark Paratroopas, 2 Spiky Parabuzzy
47. Bulky Bob-omb, Poison Pokey, Spiky Parabuzzy
48. 2 Lava Bubbles, Dark Paratroopa
49. 2 Poison Pokeys, 2 Spiky Parabuzzies
50. Chest with the Strange Sack, which allows you to carry 20 items
51. 3 Badge Bandits, with 12 HP and 5 attack. They can steal badges from you and runaway. If that happens, you can reengage them to get your badge back. The Zap Tap badge prevents this
52. Ice Puff, with 9 HP and 4 attack. They can charge up for their ice breath attack, which can freeze both Mario and his ally. Do not attack them directly when they're charging their attack. They are weak to fire.
53. A Mover and a switch
54. 3 Red Chomps
55. 4 Moon Clefts, with 6 HP, 5 attack, and 5 defense. Flip them with an explosion to drop their defense to zero.
56. 3 Badge Bandits
57. 4 Dark Boos
58. Red Chomp and 2 Ice Puffs
59. 3 Ice Puffs
60. Chest with the Double Dip badge
61. 3 Dark Lakitu, with 13 HP and 5 attack. Defeat them first, before they fill the stage with Sky Blue Spinies. They can also hold onto a Sky Blue Spiny egg, making them like a spiky enemy until they throw the egg or they are hit. Sky Blue Spinies have 6 HP, 6 attack, and 4 defense. They can roll up into a ball to become impervious to damage and store energy. Both Dark Lakitu and Sky Blue Spinies can charge their attacks.
62. Dry Bones, with 8 HP, 5 attack, and 2 defense. They can throw multiple bones and rise again if their HP drops to zero, unless they are defeated with fire or explosions. 2 Frost Piranhas with 10 HP and 5 attack. They have freeze breath, but are weak to fire.
63. 2 Dark Wizzerds,with  10 HP, 5 attack, and 2 defense. They use magic to attack and alter Mario's and their conditions. When only one is left, it will multiply. 1 Dark Craw
64. 4 Frost Piranhas
65. 3 Dark Craws
66. Dark Wizzerd and Dark Lakitu
67. Dry Bones and Dark Craw. I leveled up and increased BP.
68. Dark Wizzerd and 2 Dry Bones
69. Frost Piranha and Dark Craw
70. Chest with Double Dip P badge
71. 3 Wizzerds, with 10 HP, 6 attack, and 3 defense. They can heal themselves and others, as well as attack like Dark Wizzerds
72. 3 Dark Koopatrols
73. Phantom Ember, with 10 HP and 5 attack. They can cause burns. Swoopula, with 9 HP and 4 attack. They can drain HP. Chain Chomp with 7 HP, 6 attack, and 5 defense. Ice and fire attacks don't work, but they can be frozen. Dark Koopatrol
74. Mover
75. Chain Chomp and 2 Dark Koopatrols
76. 3 Wizzerds
77. Dark Koopatrol and 2 Chain Chomps. I leveled up and increased BP, then added the Defense Plus and Close Call P badges.
78. 5 Phantom Embers
79. 3 Dark Koopatrols
80. Chest with the Bump Attack badge
81. Spunia, Piranha Plant, with 15 HP and 9 attack, and Dark Bristle, with 8 HP, 8 attack, and 4 defense. Flip over with an explosion to reduce defense to zero.
82. 2 Dark Bristles, Spunia
83. 2 Arantula, with 16 HP and 7 attack, and Dark Bristle
84. 4 Piranha Plants
85. 5 Spunia
86. 2 Spunia, 2 Arantula
87. Mover
88. 2 Arantula and Dark Bristle
89. 4 Piranha Plants
90. Chest with the Lucky Day badge
91. 5 Elite Wizzerds, with 12 HP, 8 attack, and 5 defense. I leveled up and increased BP.
92. 4 Poison Puffs, with 15 HP and 8 attack. They have a poison gas attack they have to charge up, but don't hit them directly while they're charging.
93. 2 Bob-ulks, with 10 HP, 4 attack, and 2 defense
94. Elite Wizzerd, Swampire, with 20 HP and 6 attack. They drain HP. 2 Amazy Dayzees, with 20 HP, 20 attack, and 1 defense. They will run away at any time, but will give lots of Star Points if defeated. Bobbery's Bob-ombast and Supernova work well. I got 100 SP from this fight and leveled up, then increased BP. You want to see many Amazy Dayzees, as the many Star Points will make you level up and fully heal you.
95. 5 Elite Wizzerds
96. 2 Poison Puffs, Swampire, Amazy Dayzee for 62 Star Points. I leveled up and increased BP.
97. 3 Bob-ulks
98. Elite Wizzerd, Swampire, and 2 Amazy Dayzees for 100 Star Points again. I increased BP when I leveled up. I also ranked up to Superstar Rank, and got a bigger stage for the next battle.
99. 5 Elite Wizzerds. After the battle, heal and adjust your badges. I added Lucky Day, FP Plus, another Damage Dodge, Defend Plus, and Close Call P. You'll need to do this on floor 99.

100. Mario drops down into a large cavern. A dragon howls and the battle starts. This is Bonetail, the oldest brother of Hooktail, so old, it's just bones. It has 200 HP, 8 attack, and 2 defense. It can bite and stomp and its breaths cause a variety of effects, such as freezing, confusion, sleep, shrinking, and poison. It can reanimate. Because it has so much health, I saved the Power Punches for this battle. You may be able to do Supernova early on in the battle, but after a while, you'll be refilling your meter to use Sweet Feast. When Bonetail gets to around 100 HP, it will start healing 20 HP at a time. Mario should do most of the attacking, out in front. Equip as many Lucky badges as you can to increase the chances that Mario dodges the attack. Mario's ally should heal and use items. A good choice is an Ultra Rank Flurrie. Use Lip Lock to attack Bonetail and heal herself. Keep Mario and his ally healed, and with a decent amount of FP. Also try to have some Life Shrooms available at this stage in the dungeon. This is one of the hardest fights, so it may take a few tries. I defeated Bonetail on my second try. You'll get one Star Point at the end of the battle (two if Merlee's spell doubles it). Bonetail wails and flips over, like its sister. It spits up a large chest with the Return Postage badge. This badge inflicts half the damage dealt to the attacker if it attacks directly. The pipe will take you to the entrance to the pit. Congratulations on making it. Heal and save.

Friday, July 18, 2014

Paper Mario: The Thousand-Year Door -- Chapter 6: 3 Days Of Excess -- Part 2

On the second day of the train ride, Heff T. announces that he's friends with Chef Shimi. Zip Toad's not in his room. The Ratooey businessman is in Pennington's cabin. Pennington says they have a new case: the Ratooey's briefcase is missing. He had it when he boarded the train, but it was gone when he woke up this morning. It contained the contracts for his company's next deal and a prototype of their product. At the minimum, he may lose his job if he doesn't recover the briefcase. The most vital piece of information is that the new product is Nitro Honey Syrup. If used properly, it can raise the dead. Perhaps they can use it on Ghost T. If Nitro Honey Syrup is mixed with seashell calcium and gold, the results are explosive. The blast will immobilize everyone in a sticky, yummy shellac, which means bad things will happen if the product gets into the wrong hands. Because the train hasn't stopped since it left Rogueport, Pennington deduces the obvious: the thief is still on the train. Pennington asks if Mario has checked with the waitress and Toodles, the Toad in 002. They both lost something and if the person who stole their things also has the Nitro Honey Syrup, they can carry out the threat. Pennington tells Mario to find the thief before the plan can be put into effect.

Leave Pennington's cabin and talk to the waitress. She says that Zip Toad came to last night's dinner, but he looks cuter on the big screen. Go to Zip Toad's cabin, 001, and you'll find a note on the floor. This is the Vital Paper. Take it to Pennington. The Ratooey says it's a contract for his business deal. It's an important clue and Pennington says he suspected Zip Toad for a while. He hasn't seen him for a while, so he may be hiding. Pennington says to find him.

Go to Mario's cabin and you'll find a note on the floor. It's another document from the Ratooey's briefcase. Hide in the shadows with Vivian and Zip Toad will peek out from behind the couch. Talk to him and he's says he won't be caught. He starts hopping around the room, but gets hurt when he hops from the windowsill.

Dusk falls and Pennington and the Ratooey are in Mario's cabin. Pennington accuses Zip Toad of stealing to aid his plan. Pennington knew he wasn't really Zip Toad because of a discolored nose hair. The thief says he would have gotten away with it if he got off the train at Riverside Station. Pennington tells him no one escapes his improbably large brain. Mario gets the stolen items: the Briefcase, the Shell Earrings, and the Gold Ring. Give the briefcase to the Ratooey, who is very thankful. Pennington says a disaster was thwarted by rudimentary deductions.

An announcement comes on, saying that the train will stop at Riverside Station to refuel. When the train stops, the thief calls Pennington "slick" and says that Beldame will flip if he is detained. He reveals himself to be Doopliss, saying the disguise is a means to an end. The plan for a sticky mess didn't work out, so he leaving, and the rest is up to Beldam.

Return the items to their rightful owners and you'll get 30 coins from Toodles and a Star Piece from the waitress. The exit is near cabin 001.

Outside, you'll see the drawbridge is up. A river used to flow under the bridge, but it dried up. The train can't leave the station. One of the staff says that a shadowy person in a hat went into the station. He says the switch for the drawbridge isn't used frequently anymore, so no one knows where it is. He gives Mario the Station Key and asks him to throw the switch. Open the door to the station and go inside.

It's quiet inside. There's a badge high up, but there's no way to reach it. There's also an elevator that needs a key to operate. Go east and roll under the partly raised gate to reach a switch to the right. Some stairs appear, so go upstairs and through the door at the top. There are some enemies here. They're Ruff Puffs, with 7 HP and 4 attack. They can swoop to attack or build up an electrical charge. If you hit it when it's charged, you'll take damage. Defeat all of them, then go upstairs. There's a platforming challenge of spinning gears. Not every gear will lock into place after a platform rotates level with the stairs. You'll want to jump to the yellow gear, then the green, then pink, back to green, then blue to reach the other side. There are many rotating parts here. Stand on the spinning yellow gear, then jump up to a spinning area to the right, when an area comes rotates into view. Jump to a gear to the right, then use Koops to get the Station Key when the gate rises out of the way. Leave, then unlock the door to the east.

The door leads to the outside. Hit the invisible block over the used item block for a Thunder Rage. There are Poison Pokeys out here. They have 8 HP and 4 attack. They can fall on their target, hit a segment at their target, and summon reinforcements. They can poison you if you don't guard correctly. Roll under the stairs at the top to the left for the HP Plus badge. Drop down and walk to the right for a Shine Sprite. Walk to the far left and use Flurrie to blow away the old posters, revealing a door. You'll find Spiky Parabuzzies in here. Roll down the hill to the left to enter a maze. Drop down, then roll to the right and jump over the gap. Fall through hole and roll left for the P-Up, D-Down badge. You'll fall into a bin with a Dried Shroom. Go through the front door.

It leads to a room with a key you can't reach. Go west into an area with the station's files. There are Goombas here. Defeat them all to reveal 3 switches on the floor, each with a number. Hit them that many times to reveal a staircase. Go up the stairs and use Koops to get a Shine Sprite. Go east at the top of the stairs. The room contains a large chest with the Ultra Boots. Toadette appears, saying these boots increase jump attack power and allow him to perform a new move called the Spring Jump. Hold (A) while rotating the Control Stick repeatedly and Mario will fold up many times. Release (A) to for a giant jump that allows him to reach new areas and grab pipes. When Mario's holding onto a pipe, press (B) to let go. He can use this move in battle. Line up with the trail of water from the leaky pipes on the right side to reach the pipe with a Spring Jump. Cross over the boxes and flip sideways to drop through the grate. This will take you back to the room with the key. Climb up on the boxes and cross the gap in front of the door with Yoshi. Spring jump to the pipe above and drop into the fenced-in area. Hit the platform with the key with a Spring Jump from below to knock it off the platform. Get the Elevator Key and climb out of the fenced-in area using the pipe.

Go back to the room with the elevator and hit the platform with the badge with a Spring Jump. The badge is the Close Call P badge. Activate the elevator with the key and go down into the basement. There are many creatures in the basement, but Mario's ally doesn't know what they are. They may have flipped the switch. Use the Spin Hammer move to clear them out, and, after a few times, they'll clear out, revealing a lever. Move it to reveal a switch and some stairs. Hit that switch to make the drawbridge lower. Take the elevator up and board the train. There's an announcement saying the next stop is Poshley Heights. Save and go to sleep.

Monday, June 23, 2014

Paper Mario: The Thousand-Year Door -- Chapter 3: Of Glitz and Glory -- Part 1

The blimp drops Mario off on the floating arena of Glitzville. On the left is a public phone where Mario can talk to various people he's met on his journey. On the right is a large, blue switch. Spin jump on it to make some stairs appear to the roof of the nearby building. This building is the juice shop. On top is a chest with the Power Plus P badge. Near the Glitz Pit is a family of rich Bob-ombs. They have some interesting things to say. Also near the Glitz Pit is a Shine Sprite you can't reach yet. On the side of the juice bar is an Inn Coupon. Inside the juice bar is a Toad with a pink-spotted cap and a single tuft of hair showing.

Go inside the Glitz Pit. The Toads on the left are looking for the former champion, Prince Mush. Ms. Mowz is here and surprised to see Mario. Go through the double doors to enter the arena's seating area. On stage is the champion, Rawk Hawk, about to battle a challenger. He defeats his opponent with a one-hit knock out. He wants a challenge and will take on anyone. He shows off his champion's belt, which has a Crystal Star on it. Mario's partner asks how Mario plans to get his hands on the Crystal Star. The only way to do it is to battle to the top. Talk to the guy in the suit at one of the doors and tell him you want to become a fighter. He'll tell you to talk to the promoter, Mr. Grubba. He'll let you past the door. There are a couple of Save Blocks in the hallway. Mr. Grubba's office is to the right of the locked door.

Go inside Mr. Grubba's office and he'll call you rude for barging in. Mario tells him he's an athlete that wants to fight and he changes his tone. He finds Mario to be a little skinny. He asks Mario if he wants to live the glamorous life of a champ. Mr. Grubba says that he fought his way to fame and riches, which are dynamite. He's set for life and opened the arena to help others make dreams come true.

He gives Mario the tour, showing him the champ's room and the major league locker rooms, which are not as nice, but decent. Mario has to fight his way to the top. Sign the contract and Mario's officially on the roster. Mr. Grubba gives Mario the new name of the Great Gonzales. He calls Jolene into his office. She looks somewhat familiar. Jolene takes Mario to the minor league locker room, which is falling apart. If Mario wants out of here, he'll have to fight his way to the top. He can reserve matches using the terminal on the wall, which looks like a Game Boy Advance. Mr. Grubba will choose your opponents and the conditions of the battle, which must be met in order for your rank to go up. The conditions change for each battle, and if you reset the game, the conditions will be different. They include things such as not using special moves, using at least one special move, appealing to the crowd a certain number of times, not having Mario attack, letting the opponent hit you a certain number of times, not using FP, or beating enemies in a certain number of turns. I'll post examples of what happened to me. Beat a higher-ranking opponent to move your rank up. If you lose to a lower-ranking opponent, your rank will fall. If you fail to complete the condition of the battle, you'll next battle a lower-ranking opponent. When you reach rank 11, you have a chance at the major leagues. After a battle, sleep in the bed to restore HP and FP. Only the champ's bed restores Star Power.

1. The first fight is against the Goomba Bros. My condition was to appeal at least once. You'll have to battle five Goombas. Power Shell works well if you can use it. Once you win, Jolene will give you money for winning. In this case, it's 3 coins. Mario is now rank 19.
2. Next up are the KP Koopas. My condition was to defeat them in under 5 turns. There are two Koopas and one Paratroopa. They all have 4 HP, 2 attack power, and 1 defense power. You'll get 4 coins and your rank will go up to 18.
3. The Pokey Triplets are next. My condition was to not use items. You'll get 4 coins and become rank 17.
4. The Dead Bones are your next opponents. They are a bunch of Dull Bones. My condition was to not switch partners. You'll get 5 coins and become rank 16.
5. Spike Storm is next. They are a Lakitu and a couple of Spinies, but the Lakitu can throw more onto the field. The Lakitu has 5 HP and 2 attack power. It throws Spiny eggs. Don't stomp it when it's holding a Spiny egg. The Spinies have 3 HP, 3 attack, and 3 defense. You can't hurt them when they're rolled up. Flip them over to reduce their defense to zero. My condition was to not use FP. You'll get 5 coins and become rank 15.

After that fight, King K of the KP Koopas says that the hot dog stand is selling hot dogs made with eggs from a southern island. It may help win fights. You can do whatever you want between matches, so leave, save, and go outside. The egg is hopping around in front of the hot dog stand. The owner wants help catching it. It eventually hops up on top of the stand and falls asleep. Go on top of the juice shop and spring to the airplane panel. Fly to the egg to catch it. It seems to want Mario's help. Help it and the owner will let it go, saying people probably don't want to eat something that's been jumping around. It'll follow Mario around.

Go back inside and wander around the back hallways. Talk to Bandy Andy, the Bandit. He's been doing research on the Seven Wonders of the Glitz Pit. As him about them and he'll tell you. There's a sealed wall in the minor league locker rooms, which may contain the remains of fallen athletes. In one of the bathrooms is a man-eating toilet. There's a room where there's a second floor, but no stairs. Some people hear groaning in the room. In the champ's room, if you stand still, you'll hear voices from nowhere. When no one's in the ring, strange lights can be seen under the doors, which are locked. Sometimes, fighters disappear for no reason, never to return. He thinks Prince Mush was lost this way. Mr. Grubba is well toned, despite being past 60 and Jolene suddenly vanishes at times. Start reserving matches. The egg will remain in the locker room.

6. The Hand-It-Overs are next. They are Bandits and Big Bandits. Bandits have 5HP and 2 attack, while Big Bandits have 8 HP and 3 attack. They can bump into you and steal coins, but Big Bandits can steal items. My condition was to not use items. You win the fight if they flee. You'll get 6 coins and rise to rank 14.

After the battle, King K mentions a lovely lady at the juice shop. Talk to her and she'll say she longs for the return of Prince Mush. Check behind the bar for a Star Piece.

7. The Mind Bogglers are next, a Pale Piranha, a Pider, and a Dark Puff. My condition was to appeal at least once. You'll get 6 coins and rise to rank 13.

After the battle, King K says he's going to retire after his next battle, as his future isn't looking so good. He says not to forget him.

8. The Punk Rocks are next. They are Hyper Bald Clefts, with 3 HP, 2 attack, and 2 defense. They can charge up so their attack is 8. Use items, but not fire. My condition was to not use special moves. You'll get 7 coins for winning and rise to rank 12.
9. The Bob-omb Squad is up, with four Bob-ombs. They have 4 HP, 2 attack, and 1 defense. They get mad if they're damaged and will have a harsh attack waiting for you on their next turn or on your next attempt at contact. Hit them from a distance or with a shell. You'll get 7 coins and rise to rank 11.

After the battle, a new contender enters the minor-league locker room. His name is Sir Swoop, a Swooper. Jolene gives him the spiel and he signs up for his first match. Apparently his condition is to do a triple flip and meow.

10. Now that Mario is rank 11, he gets to challenge an opponent for a chance at the major leagues. His opponents are the Armored Harriers, a couple of Iron Clefts. Mr. Grubba makes up a bunch of insults to rile up the Armored Harriers. They have 6 HP, 4 attack, and their defense is unknown. No attack works on them because their defense is impenentrable. Their spikes are made of iron, making them very powerful. My condition was to not jump, not that it would ever be an issue. To win, you must hit one into the other, something you can't do now. Run away at any point to forfeit. You'll still get a coin for the battle, but you're stuck in the minor leagues, for now.

Saturday, June 21, 2014

Paper Mario: The Thousand-Year Door -- Interlude After Chapter 2 -- Part 2

At the entrance to the Great Tree, Punio thanks Mario, saying the Punies can return to their peaceful way of life. The elder is sad to see Mario leave, but tells him she loves pontificating, so he should stop by for a chat. Petuni says to visit sometime. Punio says the Punies will work together to prevent something like the X-Naut takeover from happening again. Mario leaves the tree and gets an email from Peach. She's still fine and worried about him. The X-Nauts are searching desperately for the Crystal Stars, so she will try to learn more about them. She'll email any information she finds. Peach misses Mario and dreams of their carefree days back at the castle. She hopes to spend more carefree days there soon again.

Go to the underground city. Near the grates that leads to the Boggly Woods, the wall is peeling. Blow the peeling part of the wall away to reveal a chest with the Happy Heart P badge. Go to Rogueport and check the trashcan in Frankly's place for a scrap of the Tattle Log. You'll get an email from Koopook saying he's hiding in Goomstar Temple someplace cold. He'll have to wait for now. Go to Merlon's and upgrade Flurrie.

Go to the center square and you'll find Luigi and an orange Blooper. Luigi says he went to Rumblebump Volcano and got a Marvelous Compass part. Ask him about what happened and he'll tell you the tale. He spent several days fording through dense jungle with many scary beasts. He thought he was done for and screamed a lot, to scare them off. A Blooper named Blooey heard him and found him in a town. Blooey was on a journey of his own, but decided to join Luigi. Others called Blooey a madman, the "White Torpedo". He helped Luigi fight his way to the volcano with bubbling lava pools and intense heat, as well as evil traps designed to protect the compass part. There was a 100-foot tall statue that stomped around, but had a weak spot in the red gem on its forehead. Luigi has a high jump, but it's not that high. He planned to have Blooey hit the weak spot, so he threw him up there and nailed the shot. The stone statue toppled and crumbled. He went to the treasure room, but did not find Princess Éclair. The compass pointed west to the Plumpbelly Village on the Strudel Continent. He's in Rogueport to recharge. Talk to Blooey and he'll call Luigi a total liar. Luigi did try to throw him at the stone statue, but Luigi tripped and Blooey ended up in the lava. His formerly pale skin is now crispy. He's hanging around only to make Luigi pay, even if it takes his whole lifetime.

There are a few more troubles at the Trouble Center:
The Puni elder was a Life Shroom. If you don't have one, they sell them in the shop on the west side. She'll be waiting in the Great Tree and will give you 60 coins.

Lahla announces the Pianta Parlor's grand opening. Talk to her to get something. Go to the parlor and talk to the Boo wearing cat ears. She'll give you 10 Piantas, the currency used in the Parlor.

Pine T. Jr. wants someone to help his father. He'll meet you at the Pit of 100 Trials. You can get there by flying west of the Thousand-Year Door or by dropping down the grate on the west side, then going through the pipe on the floor, then through the pipe that's behind the peeling wall. Talk to the young Toad and he'll tell you that his father went in search of the treasure here after he lost his job, but never returned. The Pit of 100 Trials is a series of battles spanning 100 floors. Most battles will only give you one Star Point, but feature a variety of enemies. Try to get the first strike to get an advantage in battle. Some of enemies you'll encounter are the Gloomba and Paragloomba (7 HP, 3 attack power) and the Pokey (4 HP, 3 attack power), as well as enemies you've already encountered. Every few floors, you'll get a break or find a Mover Puni who'll take you places for some coins. There are also merchants with items for sale that can help in the battles ahead. On floor ten is a large chest with the Sleepy Stomp badge. On floor 18, you'll find a Toad collapsed by the back wall. Talk to him and tell him about his son and he'll fallow you. He won't get in the way of your battles. On floor 20, you'll find the Fire Drive badge in the large chest, and a pipe to the exit. Talk to them once out of the pit, and Pine T. Sr. says he knows that his health and family are more important and will look for more work. Pine T. Jr. will give you his treasure, a Silver Card for Paper Mode in the Pianta Parlor.

Go east and hold the map aloft in front of the Thousand-Year Door. A floating area appears with the gold Crystal Star. Frankly says that the underground ruins have been intact for a thousand years and that the Thousand-Year Door was sealed for that long by the Crystal Stars. All of them are needed to open the door. Mario's partner asks why the door was sealed, but Frankly neither knows why nor what caused the town's demise. All that is written is that the sky grew dark and a cataclysm rained down. They can't assume anything. The map points to a floating area, which Frankly informs them is Glitzville, a floating arena where great warriors engage in furious battle. Families vacation there to lounge and enjoy the fights, but behind the scenes, the richest people in the world bet on the matches. The partner wonders how to reach Glitzville and Frankly tells them that they'll need to take a special blimp that departs from Rogueport. They'll need a ticket, obtained through certain "channels". Don Pianta controls access to blimp tickets and is located on the west side of Roguport. He's the head of the Pianta syndicate and Frankly's heard scary rumors about him. Don Pianta is reclusive and getting an audience with him will be difficult.

The way to reach Don Pianta is to talk to Ishnail, the Robbo's boss. Flip sideways to go between the Trouble Center and the locked building. Back here is his lair. Talk to him and he'll say that he hates Don Pianta, who makes criminal life difficult. Pay him 64 coins and he'll tell you the secret: go the west side item shop and buy a Dried Shroom and Dizzy Dial in that order. When asked your favor color, say "Yellow". Do as he says and the Boo running the shop will have the backdoor to the shop opened. Go outside and up the stairs to his office.

Don Pianta's at his desk, in a bad mood. He thinks it's funny Mario had the guts to come up to his office and ask for a blimp ticket. His associates ask what they should do with Mario, but Don Pianta says to leave him alone. He likes Mario's gumption. He asks Mario why he wants a blimp ticket and Mario explains that he's trying to help a woman who's been kidnapped by collecting the Crystal Stars. Don Pianta likes guys who want rescue girls, so he decides that if Mario does him a favor, he'll give him a blimp ticket. Don Pianta explains that his daughter eloped with one of his associates and the two of them vanished not too long ago. He wants Mario to find Francesca and Frankie and bring them back to his office, or tell him where they are and he'll settle the matter with extreme prejudice. He tells them what they look like and that Mario's luck may turn terrible if he doesn't find them.

Go to the port and you'll find them at the dock. Talk to them and Francesca freaks out at her father looking for them. Frankie thinks they should talk to him and she disagrees. He says they can't run forever. Tell them you'll pretend you never saw them and leave. Go back to Don Pianta and tell him, and they'll enter the office. Frankie begs forgiveness. Don Pianta is disappointed. Both of them try to take the blame. Don Pianta tells them to be quiet, saying Francesca used up her last favor long ago and that he can't believe Frankie did this to him after he treated Frankie like a son. He doesn't want to see them ever again and that they can do whatever they want, including getting married. They both leave happy. Talk to Don Pianta again to get the Blimp Ticket. He says he's happy she's happy and he doesn't want to see Mario again, either.

Go north of the west side of town and show the Blimp Ticket to the Cheep-Cheep. Go to the pipe and check behind it for a Star Piece. Go through the pipe to the background and walk up to the blimp. It will take off, with some nice music to start the chapter.

Thursday, May 15, 2014

Paper Mario: Chapter 2 -- The Mystery of Dry Dry Ruins -- Part 2

Now that Mario's found the Dry Dry Ruins, go inside. A creepy voice calls out to Mario. He is Tutankoopa, the remorseless king of the desert. He tells Mario to leave or face disaster. Hit the Save Block and go east. There are several sarcophaguses in the next room. They open up to reveal Pokey Mummies. They have 4 HP and give 2 SP. They are poisonous, so guard against their attacks to avoid getting poisoned. In the middle sarcophagus is the Spiky Shield badge. Equip this immediately. This badge will allow Mario to jump on spiked enemies. Be sure to have many healing items and return to the Heal Block outside often. The path splits ahead. Drop down to the lower path and go east. The room only has a key and a doorway you can't reach. Grab it and go back to the room with the sarcophaguses, then take the upper path. Unlock the door and head east.

This room is filled with sand. Stand on the switch and the sand will drain into the room below. Return to the room below. The sand will allow you to reach the doorway. Go east. Tutankoopa says Mario isn't listening and that if he keeps exploring, he will become a mummy. There are Buzzy Beetles in the area. They have 3 HP and give 2 SP. They are immune to fire. Jump on them to flip them, eliminating their defense, just like Koopas. Go upstairs and cross the gap. Blow up the wall to go into the room to the east. Stand on the switch to make the sand drain from the room. Before you leave, grab the Star Piece in the corner. Drop down the stairs and go to the room below to the east to get a key. Leave the room and drop down to the lowest door in the area, then go west.

Go all the way to the left side of the room and hit the item block. Pokey Mummies will appear and the door will be blocked off. Swoopers may join the Pokey Mummies in battle. They are bats that like to hang on the ceiling. They have 4 HP and give 2 SP. You can't jump on them when they're on the ceiling. You can use earth tremors, Hammer Throw, or Parakarry to hit them. They'll then fly in the air, so you can jump on them. Defeat all of them for the key to the locked door on the left side. Go through it. Cross the gap and go to the west.

This is the puzzle room. Tutankoopa warns you not to go in here. What you need to do is stand on the switches to flip the stairs. The switches flip the all of the stairs of the same color. There are three levels here. Here's what you need to do: Go up to the second level. Hit the green switch and go up the green stairs to the third level. Hit the green switch, then go down the pink stairs to the second level. Hit the pink switch, then go down the pink stairs to the first level, the floor. Go up the green stairs, then the pink stairs, going to the left. Drop down and you'll reach a large chest. It contains the Super Hammer. This makes Mario's hammer attack more powerful and Mario can now destroy stone blocks.

Go back to the room where you were locked in with the Pokey Mummies. Go up the pink stairs, hit the switch, then go up the stairs to the right. Break the stone block to get the Artifact. Go east, go up the stairs, then east. There's a stone block in the room. Break it and the door closes and a chomp from the hieroglyphics comes to life. Grab the Pyramid Stone and battle the Stone Chomp. They have 4 HP and give 4 SP. They'll charge at Mario. Use the hammer to defeat them. The door opens.

Go west twice and down the stairs. There's a crack in the wall. Blow it up, go through it, then drop down. There's a Super Rank Block down here. I upgraded Parakarry. Blow up the crack to the left. Break the stone block, where a Stone Chomp is hiding. Battle it and get the Diamond Stone. Go east twice to enter a long hallway. There are Buzzy Beetles and a map of the Ruins here. Go east and hit the stone block. Stand on the switch to make stairs to the key appear. Spring up and go east three times, meaning the door at the bottom of the stairs on the right. Tutankoopa says to retreat or be in grave trouble. In the middle of the room, there are five Chomp statues. Go up the stairs and unlock the door. Stand on the switch to make the sand drain and take note of the Chomp statues here. They have a pattern: Triangle, space, Diamond, space, Moon. Keep this in mind, then drop down to the door below and go east across the sand. Break the stone block, grab the Lunar Stone, then battle the stone chomp.

Once you're done, return to the room with the Chomp statues. Approach the statues and place the stones in the same pattern as the statues in the next room: Pyramid Stone, space, Diamond Stone, space, Lunar Stone. The ground starts shaking, the Chomp statues' eyes start sparkling, and Mario and his partner start panicking. The music changes. Stairs appear that go below. Use the Heal Block at the bottom of the stairs. Go east. Tutankoopa will give you a final warning. Save and go east again.

Tutankoopa laughs and a headdress appears. It floats up and Tutankoopa materializes. He says Mario ignored his very scary warnings and says he shouldn't mess him, a faithful follower of King Bowser. He stands on a ledge and summons a Chomp. Tutankoopa has 30 HP. He'll throw shells at Mario and use magic. The magic may drop debris on Mario or himself, knocking him off the ledge. The Chomps he summons have 4 HP and 3 defense. They don't like Tutankoopa because he works them too hard. Mario should attack the Chomp if it's there, and the partner should attack Tutankoopa, or else you won't win the battle. Parakarry's Sky Shot is very powerful and useful here, as it can hit Tutankoopa on the ledge or the ground. Keep hitting him and you'll win. You'll get 28 SP from the battle. After the battle, a Chomp appears and chases Tutankoopa around. The card with the Star Spirit appears.

End of Chapter
Thus Mario and party unearthed the legendary Dry Dry Ruins deep within Dry Dry Desert/ They smashed Tutankoopa the Wizard and freed Mamar, the second of the wish-granting Star Spirits. But the enemies awaiting Mario grow ever stronger... and the challenges more difficult. What's in store for Mario and friends... Where will their adventure take them next?

Wednesday, May 14, 2014

Paper Mario: Chapter 2 -- The Mystery of Dry Dry Ruins -- Part 1

After a short train ride to Kalamari Desert music, Mario disembarks at Mt. Rugged. Mario must go over Mt. Rugged and go east to reach Dry Dry Desert. Check out the shrubs at the station for coins and an Egg. Follow the arrows posted on the mountain to find your way through. Go to the top of the hill and try to go east. Mario will bump into a Paratroopa named Parakarry. He recognizes Mario and tells him he lost something. He delivers letters all over the Mushroom Kingdom and lost a letter on Mt. Rugged. He asks Mario to help him find the letter. He'll search this area. Go east.

Go up the hill and slide down the slide for some coins. There are Monty Moles in the area. They have 3 HP and give 2 SP. They'll throw rocks at Mario. Drop down in the area to get a Sleepy Sheep from the item block. Break the yellow block to reach Whacka. Whacka is a blue mole-like creature. Hit him on the head to make a Whacka's bump appear. Take the item as it restores 25 HP and 25 FP. Don't hit it too many times or it will disappear forever. Go east.

There's a Save Block in the area. Stand on the ledge and have Kooper get the first letter. Go east again. You'll find strange rocks that move. They are Clefts, spiked rock enemies with high defense. They have 2HP and give 3 SP. Use a POW Block or Bombette's Bomb to defeat them. Go up the hill and under the rock to the left. Drop down to get a Star Piece. Go west from the top of the hill, slide down the slide, then go west again. Drop down the stairs, grab the Mushroom from the item block, then walk under the rock to the left. This will take you to a chest with the Damage Dodge badge. Spring up to the top of the slide. To the far right, is a Honey Syrup, guarded by a Cleft. Slide down the slide to reach a letter. It seems Parakarry lost more than just one letter here. Drop down, go east, then go down the slide.

Go east, climb to the top of the hill, then go east again. The bridge is out here, so drop down. You'll find a letter and a Cleft. Return to Parakarry and give him a letter. He's thankful for Mario's help. He then admits that he lost letters all over the Mushroom Kingdom. He says that Mario's good at finding letters and he wants to join the party so he can get help finding letters. In return, he can carry Mario over gaps. He can attack enemies in the air with Sky Dive and Shell Shot. Mario can deliver letters to the addressee if Parakarry is by his side when Mario talks to them. Use him to cross the gap to hammer the Quake Hammer badge.

Cross the gap to the east where you first encounter Clefts. You'll find a Bub-ulb here that will give you a Magical Seed. Go back to the west where you used a spring to reach the top of a slide. Cross the gap to the left of the spring to get some coins and a Star Piece. Go to where the bridge is out and cross that gap. On the other side is a bridge that goes past a large nest. There's a vulture in the nest that stops Mario. He checks a piece of paper, saying Mario looks like the Mario on a wanted poster Bowser gave him. He asks his name. You can fool the vulture by saying "Luigi", but if you say "Mario" or "Princess Peach", he'll battle you.

The vulture's name is Buzzar. Buzzar will throw feathers at Mario, attack with its claws, pick up Mario, or flap its wings. When it picks up Mario, repeatedly hit the (A) button to fill the meter. If the Mario icon running around on top of the meter stops on the filled part of the meter, Mario will be let go. Otherwise the attack deals 4 damage. When Buzzar flaps its wings, press (A) repeatedly to fill the meter as much as possibly. This will reduce the number on the meter. The number on the meter represents how much damage Mario will take and how many turns his partner can't attack. Hit him with your best attacks. Parakarry's Shell Shot does a lot of damage. Once you defeat Buzzar, you get 15 SP. Buzzar falls off the cliff.

Go east and down the hill. Heal and save, then go east to the desert. Dry Dry Desert is a large desert where it can be very easy to get lost. In the first area, you'll find a tent. Kolorado is here, looking for the ruins. You can deliver one of the letters to him for a Star Piece. Kooper is excited to be on an adventure  and wants to team up with Kolorado someday. Talk to his assistants and they'll tell you to go due east across the vast desert to reach Dry Dry Outpost. Follow the directions and go east 6 times. Just outside Dry Dry Outpost are many trees. Hit the trees. One of them will drop a letter.

In the desert, you'll find a couple of enemies. Pokeys are moving cacti with spiky heads and sides. They have 4 HP and give 2 SP. They can throw their segments at Mario, fall on top of Mario, or make more Pokeys appear. Use the hammer or Koopers attacks. The other enemy is the Bandit. They'll try to attack Mario to steal a coin. If Mario fails to guard, they'll steal the coin and hold it over their head. They can steal up to 10 coins each. If Mario guards, they get nothing. If you damage them while they have coins, the coins will be returned. They can run away with the coins, so hit them quickly. They have 5 HP and give 2 SP.

In Dry Dry Outpost, the first house you come across has a Toad that will give you some interesting information. If you wind up in a twister, it will blow you to another part of the desert, where you can easily get lost. If you go south three times, then west two times, you'll find something interesting. It's an invisible block with the Attack FX C badge over a rock. If you leave the Outpost, then  south as twice, you'll come across an oasis. Hit the lush trees with the hammer to get a Lemon and a Lime. There's a Super Block in the area. Hit it to upgrade a party member to Super Rank. This will increase their attack power and give them a new attack. I chose Bombette. Back in the Outpost, go behind the Toad House on the right side to find Merlee. She can put a spell on Mario to help him out. The benefits include increasing damage done on an attack, increasing defense for when it's the enemy's turn to attack, doubling Star Points earned in battle, or increasing the amount of coins won from battle. Go for the Special Course, as it lasts the longest.

In the Outpost, many people will talk about Moustafa, the leader of the Outpost. If anyone knows about the Dry Dry Ruins, he might. Go east and talk to the Nomadimouse in robes and a turban. Follow the purple mouse from the shop to him. His name is Sheek and he'll tell Mario that nice people give him things. To speed things along, give him his favorite item, a Lemon. He'll give you the password to finding out about Moustafa's whereabouts. The password is to buy a Dried Shroom, then a Dusty Hammer. The shopkeeper will recognize Mario as a friend of Moustafa and tell Mario that he can be found on the highest part of the Outpost. Go into the house Sheek was standing in front of, then exit to the right. Climb on the crate to reach the roof, then walk and jump across the roof to the left. There's a house up there, where Sheek is. He gets rid of the robes, saying he is also Moustafa. His ancestors watched over the ruins after the kingdom that used to be there fell. He gives Mario the Pulse Stone, which will flash over Mario's head as he gets closer to the site of the ruins.

Leave the outpost and deliver a letter to the Nomadimouse in the desert. He'll give you a Star Piece. Go west three times to reach him. From the Outpost, go west five times, then north three times, as far north as you can go. Place the Pulse Stone on the rock in the center of the area. The sky grows dark all over the desert and in the Outpost. Swirling winds slowly reveal the ruins. Use the Heal Block if you need to, then enter Dry Dry Ruins.

Wednesday, January 8, 2014

Super Princess Peach: Gleam Glacier -- 6-9

Drop down to the left and go past the Goombas. Freeze the floor. Hit the pink block to reach some coins and a Pokey. Go up the slope and use the springs to reach the top of the slope. Slide down until you see an arrow of coins. At that point, jump and use Floatbrella to cross the gap to the pipe.

This area has a pyramid of ice blocks. Pound the yellow blocks so you can freeze the floor. Hit the pink block back and forth until all of the ice blocks are gone. This allows you to hit the ! Switch, which gives you access to the pipe on the right.

Fly up over the tall pipe and use the green ball to bounce over the Piranha Plants and across the gap where Level 8 of the minigame Toad Shot is. The goal is nearby. Do not fly to cross the gap. It is a difficult jump to make.

Super Princess Peach: Wavy Beach -- 5-8

In the first area, you'll find a walking cannon and a Paragoomba with Microgoombas. Drop down at the edge to the far right, then go left past the spike ball and chains to find the pipe.

Use the Paragoombas to cross the gap. Deal with the Rexes and Piranha Plant. There's a Pokey in the quicksand. Drop down into the quicksand for coins. The pipe is just past the second pit of quicksand.

Fly up at the coin arrow and hit the three ! Switches. One is to the left, behind some blocks. Another is to the right, high above a Hammer Bro. The third is farther right. Use Chargebrella to hit it. Drop back down and go right. High over the water is a puzzle piece. To the right is the goal.

Super Princess Peach: Wavy Beach -- 5-3

This level is a bit of a maze. There are two dark blue waterfalls at the start of the first area, so use the giant spring to reach the blue ! Switches above them. You must hit both. Drop down, dodge the Walking Piranha Plant, and jump up to the pipe on the right.

There are Spinies here. Hit the ! Switch on the ground, then walk to the right to the wall with arrows. Ride the top arrow to the left to reach a Toad, then ride another farther left to two pipes. Stand close to the arrow and duck to reach the pipes. The left pipe will take you to a puzzle piece. The right pipe will take you to an area with a Lakitu and an Angry Pokey.

There is quicksand in this area. Go through the pipe on the far left. There are Bullet Bills in this area. There's a heart and a crystal above past a windmill and Angry Pokey. Go through the pipe on the left.

Drop down to the water spout and use the cyclone to save a Toad. Go back through the pipe you came through. Back track to the area with the Angry Pokey, Nippers, and quicksand.

Go past the Nippers to the right and go through the pipe. Drop down and you'll find a Toad guarded by sand. Remove the sand with the Gloom Vibe. The pipe below will take you to an automatically scrolling Subrella level.

Here, there are Bloopers, Blurps, Angry Blurps, and Torpedo Teds. There's a section of Urchins as well. The pipe will take you to dry land near the goal.

Super Princess Peach: Wavy Beach -- 5-2

Slide down the hill partway, then fly up, so you can reach a few pipes with Koopas walking around between them. Use the shell to get lots of coins, hearts, and crystals. Drop down, then run and duck to an area with a pipe spewing beach balls. Hit the beach balls around to get rid of the blocks in front of you. You can now reach some coins. You can go over where the Koopas are and drop down to the pipe.

There's a sleeping Hammer Bro. Walk quietly with [L] or [R] so you can sneak around. There are more Hammer Bros in this area, along with quicksand. When you reach the water, fly up, then use the giant spring to reach a water spout. Use the cyclone to make the water spout drop down and you can reach a Toad. Jump into the spout to get back to dry land. Drop down to the water and you'll find a new ability under a pipe. It's called Subrella, turning Perry into a submarine. Float higher with (A), and blow into the mic to spew bubbles to attack enemies. Go through the pipe on the right.

This will take you underwater. Bubbles work on the green fish called Blurps, but not the Urchins. Collect coins, then go through the pipe on the right.

This part of the level can be a little challenging. There are several alcoves in the ground which allow you to get out of the way of the endless stream of Chomps. There is a pipe at the end.

That pipe leads to an area with quicksand and Pokeys. Burn the bridge ahead to find a Toad. Use the cyclone on the water spout, then jump up the platforms to the pipe, dealing with the Volcano Plant.

In this area, some pools of quicksand have areas underneath them. The first one leads to a puzzle piece. The second one leads to a pipe. The third one leads to a Toad. Go through the pipe below the sand to go to the next area.

There are moving pink clouds here that will bump you in the direction you hit it. Fly if you need to. The goal is at the end.

Saturday, October 12, 2013

New Super Luigi U: Layer-Cake Desert- Castle -- Morton's Lava-Block Castle

This castle has lots of platforming on blocks that appear from the lava. There is a Red Coin Ring near the start. The platforms in the area of the first few Red Coins will appear from the lava, so time your run if you want to get them. The first Star Coin is surrounded by brick blocks over a platform bobbing in the lava. Be Super Luigi to break the blocks and get the Star Coin. Move quickly. There are Dry Bones in the castle. Pound the arrow sign for hidden coins. The second Star Coin is near the lava and is blocked periodically by a moving platform. With the Ice Flower, freeze a Dry Bones and throw it to reach it. Near the boss door, run and jump from the last platform in the lava to reach the third Star Coin. You'll go over the boss door to reach it. Once through the boss door and on the Airship, Morton will use his hammer to summon a giant Pokey and hit its segments at you. Jump to dodge, then stomp him three times, preferably before he can summon another Pokey. Victory will open the path to Sparkling Waters and Frosted Glacier. We now have all of the Star Coins in Layer-Cake Desert.

Monday, September 23, 2013

New Super Luigi U: Layer-Cake Desert-2 -- Underground Grrrols

The spike balls with faces called Grrrols are in this level, as well as giant Pokeys. The first Star Coin is over the platform where the first Pokey is. Ahead are some crushing columns. The second Star Coin is in here. Get it, then duck into the safe area where the columns will not crush you. At the end is a pipe over a Grrrol. The pipe leads to the flag. Go past the pipe to find the third Star Coin, then go to the flag.

Thursday, June 6, 2013

Mario and Luigi: Partners in Time -- Part 6: The Koopa Dome

The time hole on the viewing platform leads to the Gritzy Desert. To the north is a dome that looks like a Koopa shell. Go inside. An army of Shroobs chase the bros out. Kylie Koopa appears, saying going through the front door is a bad idea. She's onto a new story here. Princess Shroob will make an appearance to celebrate conquering the Mushroom Kingdom. Also making an appearance is another princess, who happens to like the color pink. Mario fills in some details, thinking it might be Peach. Kylie mentions a secret entrance to the dome, but she doesn't know where it's located. She says the entrance is connected to four desert statues. Go east, where the coast is clear.

 As expected in a desert, you can find Pokeys. You'll also find Shrooba Divers in the sand. The statues are clearly marked on the map. What you have to do is split up the bros and have them activate statues that are across from each other. Each statue looks at its partner. You have to situate the bros before you hit the blocks. To reach the east and south statues, go to the northeast. You'll have to hit a ! Block, then hit the other one on the other side of a maze in under 18 seconds to pass through. This opens a gate, allowing you to continue. Another method is to go to the south east. Send the babies into the red pipe, then have the bros roll into the cannon to the right. Hit the switch to fire the cannon across the spiky gap.  There are Bob-ombs on the east side. When you activate a set of statues, a beam comes out of their mouths, aiming for a crystal near the dome. When all four statues are activated, the crystal shatters, revealing a ! Block.

Reunite the bros and return to the dome. Hitting the ! Block lowers a ledge on the dome. The entrance is on the top of the dome. Go through the pipe to the interior of the dome, called the Koopaseum. Kylie follows you in and says Princess Shroob should appear any moment. The five watch through the window. Princess Shroob descends from a flying saucer and fires up the crowd. Peach is brought in over a pipe containing Petey Piranha. The Shroobs cheer. Peach is dropped and Petey gobbles her up. On the other side of the window, Kylie's been caught by the Shroobs. The bros are on their own.

To the right is a room with a grate. The grate leads to many items. To the west, Spin Jump to the ! Block to lower some platforms. Climb up and roll into the next room. Spin Jump over spikes and roll down the path. Downstairs, throw the babies onto the ledge on the right and hit the Shine Sprite block to light their way. Be careful as the path gets pretty narrow in some parts. Once out of the maze, hit the switch to open the door. Stand on the platform ahead when you're ready. The platform takes you on stage. Princess Shroob orders an attack, but the bros defeat most of the Shroobs on stage. A giant Shroob with a lollipop swings in on a chain. Battle time!

The Shrooboid Brat is unusual enemy. He'll ask the crowd which enemy to attack. Whoever gets the most votes has a lollipop coming their way. Now is a good time to try out the Pocket Chomp. A Chomp will chase Mario or Luigi, while a baby rides on the tail. Hit the bro's button as he lands on the enemy, then hit the baby's button as he goes by. The crowd will send the Shrooboid Brat items. He'll eat them and spit them out at the bros. Some items may be harmful, so hit them with your hammer. Sometimes, he'll fire mushrooms. As you weaken him, the crowd will show signs where the color doesn't match the letter. The letter says who he's aiming for. They may also vote more than once, indicating more than one attack.

After you defeat him, the Shroobs pound the floor with hammers, dropping the bros through the floor. The bros land in the basement of the Koopaseum, in the Gritzy Caves.