Mario's attempts at reaching the major leagues in the Glitz Pit were thwarted by the seemingly invincible Armored Harriers. Jolene will still give you one coin for fighting. Mario's partner notices that the egg is missing. A small Yoshi appears, calling Mario "Gonzales". It explains that it hatched from the egg Mario rescued from the hot dog stand and that he knows what's going on about trying to get the Crystal Star on the champion's belt. He says he'll fight alongside Mario. The color of the Yoshi is based on the time between rescuing the egg and hatching it. Mine's orange. The Yoshi doesn't have a name yet, so you get to choose it. I call mine "Antigrav". Press (X) to ride it and it will move faster than Mario can. Press (X) to dismount. Press (A) to float briefly so you can cross gaps. In battle, he can repeatedly bounce on enemies with Ground Pound or inhale and spit out enemies with Gulp.
11. Now that you have Yoshi on your side, you can take on the Armored Harriers again. Have Yoshi use Gulp to inhale one Iron Cleft and spit him onto his brother. The only thing strong enough to penetrate their defenses is each other's spikes. Just use Gulp twice to win. Once you win, you are officially part of the major leagues. You'll get 7 coins and your rank will rise to 10.
Inside his office, Mr. Grubba is checking out something in his left desk drawer. He closes it quickly when Mario and Jolene enter. He says he felt that Mario was going places and is happy to be right. He gives Mario 30 coins. He'll talk to Mario later about changing his costume. Jolene takes him to one of the major league locker rooms. Now that you're in the major leagues, the fights will be harder, but you can earn much more SP from battles. Rawk Hawk enters the locker room, saying he heard about a rising star. Yoshi checks out the champion's belt and calls the Crystal Star on it fake. Rawk Hawk is upset that his belt has been insulted. Yoshi asks where the real one is and Mario gets an email with a different ringtone. It's a note written in alternating upper- and lowercase letters. It's from someone calling themselves "X", and the email says to follow their instructions if Mario wants the Crystal Star. How such a mysterious person has Mario's email address and knows what he's up to is unknown. There are no instructions for now, so grab the Ice Storm behind the lockers and start battling major league competitors.
12. The Tiny Spinies are up. They are Red Spike Tops with 5 HP, 3 attack, and 5 defense. Fire doesn't work, but you can flip them to eliminate their defense. My condition was to appeal at least 3 times. If you can't flip them, Gulp works. You'll get 11 coins and your rank will rise to 9.
13. Next up are the Poker Faces. These are Bristles, like you saw in Shhwonk Fortress. My condition was to not jump, which isn't an issue. Use a POW Block if you have one or Earth Tremor. Do not use Gulp. You'll get 12 coins and your rank will rise to 8.
After the battle, X will contact you, telling you to go to the water hole outside the pit. Leave the locker room and go past the locked door. A guard tells Jolene that he heard a noise inside the room, but didn't find anybody in there. At the entrance, Mario has a poster hanging on the wall. Ms. Mowz says to be careful and that something isn't right here. Go to the juice shop and talk to the guy tending the shop. Someone left a package for Mario with a note. The package contains the Super Hammer, specifically, the Hammawhack 2005, which apparently chooses its owner. Toadette appears and explains that the hammer's attack power has increased and he can do a new technique. Hold (B) and rotate the Control Stick to twist your body to wind up, then release to spin around with the hammer. This allows you to destroy the large yellow blocks with angry eyebrows. The Super Hammer move can also be used in battle. X will contact you again, saying to break the blockage in the minor league locker room. Go back to the locker room you were in. Break the large yellow block to the left to reveal a hidden office. Climb up the desk, then use Yoshi to cross the gap to the bookshelf. The Dubious Paper is here, a scientific paper on the Crystal Stars with pictures. Mario's partner wonders who would leave it lying around. Go back into the locker room and Jolene will walk in and confiscate it, saying Mario shouldn't be in this locker room now that he's in the major leagues. She also scolds him for breaking a wall.
14. The Shell Shockers are your next opponents. They are Shady Koopas and Shady Paratroopas. Both have 8 HP, 3 attack, and 1 defense. They can attack if knocked on their backs and their attack is boosted when they get back up. This attack can hit both Mario and his partner. My condition was to not attack for the first 3 turns. Keep your health up, because after the battle, the Armored Harriers want a rematch. Use Gulp twice to defeat them as quickly as possible. You'll get 12 coins and rise to rank 7.
After the battle, you'll get an email. The ringtone is the same as X's, but the note was written normally and says that those who stick their noses where they don't belong are dead meat.
15. Your next opponent is the Fuzz, made up of a Fuzzy, Green Fuzzy, and Flower Fuzzy. The Green Fuzzy has 5 HP and 3 attack, and can multiply. The Flower Fuzzy has 6 HP and 3 attack, and drains FP. If it drains enough, it can use magical attacks. Get rid of it before you find out what it can do. My condition was to not use special moves. You'll get 13 coins and rise to rank 6.
After that battle, I ranked up to B-list Star, which increases the stage and the audience. There's a piece of cake waiting in the locker room. Jolene brought it in from a fan. Eat it to restore your health and other stats.
16. Up next are the Magikoopa Masters. They are a Red Magikoopa (7 HP, 4 attack power, can boost attack and defense), a White Magikoopa (7 HP, 4 attack, can heal), and a Green Magikoopa (7 HP, 4 attack, can electrify allies or make them transparent). All of them can make copies of themselves. My condition was to use at least one special move. Keep yourself healed, because after the battle, Bowser barges in. He heard Mario was here and wants to fight, especially because he's going to beat Mario with witnesses. He has 30 HP, 3 attack, and 1 defense. His bite can poison you and you can lose a command if he ground pounds you. Use your best attacks. When you win, you'll get about 14 Star Points. You'll also get 13 coins for winning and rise to rank 5.
Showing posts with label Super Hammer. Show all posts
Showing posts with label Super Hammer. Show all posts
Tuesday, June 24, 2014
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?
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?
Labels:
Bombette,
Chomp,
Dry Dry Ruins,
Key,
Paper Mario,
Parakarry,
Pokey,
Super Hammer,
Tutankoopa
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