Showing posts with label Super Paper Mario. Show all posts
Showing posts with label Super Paper Mario. Show all posts

Saturday, November 1, 2014

Super Paper Mario -- Chapter: 6-4


The castles are green and Ninjerrys may appear.
76.      Wandering Spiny- normal with a sword
77.      Ripper Van Fish- normal with a sword
78.      Infinite Jump- normal with a spike and sword. He uses shockwaves.
79.      Alternate Path- normal with a sword. He jumps.
80.      Dayzee the Merciless- normal with a mace
81.      Smiling Cloud- normal with a spike and a sword. He is rainbow-colored and he flips.
82.      Bullet Bull- normal with a sword. He jumps.
83.      Block of POW- large with a club. He jumps.
84.      Inferno Flower- normal with a mace. He uses energy balls.
85.  Plugged Snifit- normal with a spike and a mace
86.  Bounding Star- tiny with a spike and a sword. He jumps and uses shockwaves.
87.  Metal Cap- normal with a spike and a sword
88.  Belly of the Yoshi- normal with a sword
89.  No Charging Chuck- normal with a mace
90.  Climbing Vine- normal with a spike and a sword. He uses shockwaves.
91.  Quizmo Question That Has No Answer- normal with a spike and a mace
92.  Strolling Ptooie- normal with a sword
93.  Fuzzy on Face- tiny with a spike and a sword. He jumps and uses shockwaves.
94.  Glitz Blade- normal with a spike and a sword. He is rainbow-colored and can flip.
95.  Cloak of Tanooki- normal with a sword
96.  Coin Harverster Without Remorse- normal with a spike and a sword
97.  Pidgit on Wind’s Breath- normal with a spike and a mace. He jumps and uses energy balls.
98.  Sensei Ruff Puff- normal with a sword. He jumps and uses shockwaves.
99.  Pit of Crying Snares- normal with a spike and a sword
100.  End Boss- large with a spike and a club. He is gold-colored and he jumps.
I beat End Boss with 5 HP left and no items. Once you defeat him, go through the door. King Sammer is dancing. Their jaws are agape at the spectacle of warrior prowess. He never imagined them as the victors. He asks if the combat got boring. Since he no longer has the Pure Heart, he offers some of his other treasures. They are the Goombella, Koops, Madame Flurrie, Yoshi, Vivian, Admiral Bobbery, and Ms. Mowz cards. The battle is over and they were most entertained. The heroes may return again for another melee. The star to end the chapter is to the left.
We are now officially done with Super Paper Mario. I will be on hiatus until Captain Toad: Treasure Tracker comes out.

Super Paper Mario -- Chapter: 6-3

The castles are orange. Ninjohns may appear.

51.      Weeping Pokey- normal with a spike and sword
52.      Hammer Uncle- normal with a mace
53.      Squatting Toad- tiny with a spike and a sword. He jumps.
54.      Ageless Goomba- normal with a sword
55.      The Negative One- normal with a sword
56.      Bob the Silent Blade- normal with a spike and sword. He uses shockwaves/
57.      Piranha Root- normal with a mace
58.      Over the Flag Pole- normal with a sword
59.      Cheep Chop- normal with a spike and sword. He is rainbow-colored and he flips.
60.  Raging Blargg- normal with a sword
61.  Sleeping Turnip- large with a club. He jumps and may roll.
62.  Way of the Blooper- normal with a sword. He uses shockwaves.
63.  Phanto Grin- normal with a spike and a sword
64.  Invisible Brock- normal with a mace. He uses energy balls.
65.  Chomp of Eternity- normal with a sword
66.  Monty Who Waits- normal with a sword. He uses shockwaves.
67.  Mustard of Doom!- normal with a spike and a sword
68.  Peanut-Butter Pider- normal with a sword
69.  Wrath of Whacka- normal with a sword. He is shiny and he flips.
70.  Micro Boomba- tiny with a sword. He jumps and uses shockwaves.
71.  Steel Clubba- normal with a mace
72.  Staggering Dizzy Fuzzy- normal with a mace
73.  Upward Leaping Ninji- normal with a spike and a sword. He jumps.
74.  Bronze Shroom- normal with a spike and a mace
75.  Lakitu Storm- normal with a sword. He is shiny and he flips.

The star is to the right of the gate. You can save now.

Super Paper Mario -- Chapter: 6-2


The castles are pink here. You may encounter Ninjoes on some stages.

26.  Grand Master Kickface- normal with a sword. He uses shockwaves.
27.  Soaring Cape- normal with a sword
28.  Yowling Yux- normal with a spike and sword
29.  Mystical Whistle- normal with a sword. He jumps.
30.  Laughing X-Naut- normal with a mace
31.  Dances on Turtles- normal with a sword
32.  Fathomless Chasm of Falling- normal with a sword. He uses shockwaves.
33. Thirsting Bones- normal with a spike and sword.
34.  Molten Panther- normal with a sword. He jumps.
35.  Peeking Boo- normal with a spike and mace
36.  Action Commander- normal with a sword. He uses shockwaves.
37.  Bullet Ill- normal with a spike and sword.
38.  Sliding Shell- tiny with a sword. He’s fast and he jumps.
39.  Software Pirate- normal with a sword. He uses shockwaves.
40.  Flailing Boom Boom- normal with a sword. He jumps.
41.  Sun of Displeasure- normal with a spike and sword. He jumps.
42.  Furious Fang of Goomba-normal with a mace
43.  Zesty Recipe- normal with a spike and a mace
44.  Warping Pipe- normal with a sword. He is rainbow-colored and he flips. Just keep breathing fire with Bowser and he’ll flip back to be defeated.
45.  Fruit in Belly- normal with sword. He uses shockwaves.
46.  Last Sheep- normal with a sword
47.  Infinity Shlurp Shlurp- normal with a spike and sword
48.  Spanner of Rock- normal with a spike and sword. He uses shockwaves.
49.  Star of Seven Shards- normal with a sword. He is rainbow-colored and he flips.
50.  Ice World- large with a spike and club.

The star is to the right. You can save now.

Super Paper Mario -- Chapter 6-1

After you defeat Dimentio and The Void closes, you can return to Flipside. Merlon will find the heroes on the towers. Merlon calls their victory a roaring success, but he’s still worried about Tippi being gone for so long. Magical events transpired and all towns are safe. He thanks the heroes and asks if they’ve heard from Tippi. No one has seen her, but he feels that she’s alive and happy. He knows there are many people the heroes wish to see, so he’ll be in his house if they want to talk to him.

After The Void closes, there’s one more trial you can do. For it, I recommend gathering as many Ultra Shroom Shakes as you can carry. There are more powerful healing items out there, but they may be more of a hassle to obtain. The remaining items you should carry are Life Shrooms and other healing items. Emergency Rations only heal 10 HP where we’re going. For my inventory, I had the following: 3 Ultra Shroom Shakes, 4 Life Shrooms, 1 Super Shroom Shake, and 2 Emergency Rations. I am level 29. When you’re ready, go through the door to Chapter 6.
We now enter the newly restored Sammer Kingdom. We can now complete the Sammer Challenge that was cut short. Go to the first gate and Jade Blooper will challenge you to the Duel of 100. He says you’ll lose your progress if you leave before the end of the 100th fight. My initial strategy is to use Bowser to breathe fire, Barry to repel enemies (if you use Barry at the top of their jump, they’ll take damage. He can also reflect shockwaves and energy balls.), Carrie to stomp some spiked enemies, and Mario when the enemy jumps, or uses shockwaves or energy balls. This is so you can flip to dodge their attacks. You can also flip, move to a corner, then flip back and change to Bowser and use his fire breath. You can also back the Sammer Guys into a corner if they don’t jump. Push them off the edge of the stage and just breathe fire and you may eventually hit them.
1.      Jade Blooper- normal with a sword
2.      Hill with Eyes- normal with a sword
3.      Puffing Fist- normal with a sword
4.      Squatting Birdo- normal with a mace
5.      Leeping Cheep- normal with a spike and a sword
6.      Master Wiggler- normal with a sword
7.      Shoe of Kuribo- normal with a mace
8.      Guy Who Fry- normal with a sword. He jumps.
9.      Screaming Mantiss- normal with a mace
10.  Koopa in Winter- large with a club. He rolls.
11.  Footsteps of Coins- normal with a spike and a sword
12.  Urchin Lung- normal with a sword
13.  Crow Who Eats- normal with a sword. He can use shockwaves.
14.  Swollen Tongue- normal with a spike and a sword.
15.  Slipping Grip- normal with a sword. He jumps.
16.  Clammy Hand- normal with a sword. He also jumps.
17.  Forbidden Slap- normal with a sword. He jumps as well.
18.  Hairy Arantula in the Grass- tiny with a sword. He’s very fast.
19.  Another Castle- normal with a mace. He jumps.
20.  Rolling Thwomp- large with a club. He rolls.
21.  Thrashing Prawn- normal with a spike and a sword. He uses shockwaves.
22.  Thousand-Year Roar- normal with a sword. He jumps.
23.  Unshy Guy- normal with a spike and a mace
24.  Useless Badge- normal with a mace
25.  Sunshine Flood- normal with a spike and sword. He is shiny and uses shockwaves.
After this battle, you’ll find the star on the right side of the gate. You can now save.

Friday, October 10, 2014

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

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

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

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

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

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

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

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

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

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

Tuesday, September 30, 2014

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

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

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

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

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

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

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

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

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

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

Saturday, September 27, 2014

Super Paper Mario -- Flopside Pit of 100 Trials

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

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

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

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

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

Sunday, September 14, 2014

Super Paper Mario -- Flipside Pit of 100 Trials

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

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

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

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

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

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

Friday, September 12, 2014

Super Paper Mario -- Interlude After Chapter 7

In Castle Bleck, the count is stunned by a report. "WHAT?! ... Spat Count Bleck in utter disbelief. Surely this news cannot be true! The heroes still live?" Dimentio tells him, in a sing-song voice that it's true and the heroes will be here before long. O'Chunks wonders why they're just sitting there. He suggest throwing the heroes a welcome party. He'll bring the punch. Mimi wants to party with the party poopers. She and O'Chunks leave. Dimentio's not one to miss a party, so he prepares to leave. Before he does, he asks Count Bleck if the name "Blumiere" rings a bell. "Where did you hear that name, Dimentio?!" Dimentio explains that the mustache man's Pixl kept talking about needing to stop Blumiere. He supposes there's no reason to mind the ramblings of a Pixl and leaves. Nastasia reminds Count Bleck that there's still time to stop the prophecy from destroying everything if the Pixl is who Count Bleck thinks it is. If she's really alive, Nastasia says he has to stop all of this. "You know not what you are saying, Nastasia. The prophecy can no longer be stopped by Count Bleck. No one can stop it. Nastasia agrees with what he's saying, but says she must be away, calling him Lord Blumiere. "Bleh heh heh heh heh... The man known as Blumiere died long ago. Now there is only Bleck! The Dark Prognosticus's choice to fulfill the prophecy! Nothing more!" Nastasia tried to interject, but Count Bleck interrupts with, "Come to Count Bleck, heroes... If you hope to save these worlds, then come... BLEH HEH HEH HEH! BLECK!"

We now present the final episode of our serial drama of Timpani and Blumiere.
Blumiere's Father: Blumiere, my son, don't! Even your ancestors could not handle that dark book... If you open it, there's not telling what might happen!
Blumiere: I do not care, Father! A world without her is empty. A LIFE without her is empty. Speak, Dark Prognosticus! Teach your dark history. I await your command! BLEH HEH HEH! BLECK!
Father: Blumiere... What have you done?
Blumiere: Silence! The first prophecy beckons. I will erase every inch... of this blasted world!
Father: Blu-Blumiere! Don't do this! Blumiere!
Bleck: Blumiere is no more! I am Count Bleck! And no one shall stand in my way! BLEH HEH HEH! BLECK!

Something crumbles as Tippi says, "No, Blumiere! You musn't. Darling, how could you? Why?" Luigi tells her to snap out of it. Peach thought Tippi went back to town, but they found her lying there, not moving. She then started shouting loudly. Tippi says she's fine and apologizes. Peach asks if Blumiere's a person's name and if she remembered something from her past. Tippi says it's nothing. Luigi suggests that they tell Merlon that they found the last Pure Heart.

Back at Merlon's, Merlon says they've gathered all the Pure Hearts and the four heroes. Bowser says they'll just stomp Count Bleck and call it a day. Peach fears for the people who worry when they look at the sky. She wants them to act quickly and ease their hearts and minds. Merlon asks Tippi what troubles her. Tippi asks if they have to destroy Count Bleck to stop the prophecy. Merlon says that much of the prophecy has already come to pass, but they still must stop it. Count Bleck summoned the Chaos Heart and brought on this peril. Without him, the prophecy's power withers and all worlds avoid their ends. Tippi guesses she always knew that. Luigi asks what's the matter. Merlon asks if there was anything between her and Count Bleck, but she denies it. Merlon says to find the Heart Pillar, then go to the black tower in Flipside.

Go to the second floor outskirts of Flopside and go right to find the Heart Pillar. Even though the Pure Heart is white, it makes a large black and purple door appear on the top of Flopside Tower. Nolrem says the last door is there and that he'll wait for them there. He says to prepare themselves and meet him there. Go there to start the final chapter. Before I do, there are two things I want to take care of first.

Monday, September 8, 2014

Super Paper Mario -- Chapter 7-3: The Forbidden Apple

Our heroes had found their way out of the dark and confusion of The Underwhere. Mario and friends now saw the sun shining brightly against a beautiful blue sky. This was the sky paradise Grambi called home, a place of joy called The Overthere. Somewhere above the never-ending layers of clouds waited Grambi himself. Mario and his friends began to make their way up that fluffy road to above...

The heroes have reached the bottom of the Overthere Stair. Luvbi is happy to see blue skies again, even though The Void is here, too. She says they have to keep climbing to reach The Overthere. Tippi says they haven't found Peach yet. Luvbi asks if Peach is Mario's lady friend. Peach isn't his girlfriend, so Luvbi thinks it's a one-sided crush. She goes on ahead, saying if the heroes climb too slowly, the sun will set.

On some of the larger clouds, you'll find numbers of the steps, so I'll be referring to them. Each set of 10 steps forms a stair. At the top is a door leading to the next stair. You'll find Parabuzzies here. In the item blocks, you'll find a Super Shroom. Take the yellow platform up and you'll encounter an Ice Cherbil. If you find that you're stuck trying to go up, flip to check your surroundings, Super Jump, or look for a yellow platform. Flip and you'll find some flip blocks. On stair 15, you'll find a large Jump-Over Cloud. They're very bouncy, so treat them like springs. They'll launch you up several steps. On Stair 17, you'll find a Slow Flower in an item block. On Stair 19 is another Jump-Over Cloud. On Stair 20 is the door to Stair 2.

On Stair 21, hit the item blocks for a fast flower and some Zombie Shrooms so you can rack up points and coins quickly. Go up a few clouds to reach a Save Block. There's a Jump-Over Cloud on Stair 23 and 24, which is a little below Stair 23. Flip to find coins on Stair 24. On Stair 25 are a couple of Rawbuses and a chest with a Rawbus card. On Stair 28, you'll find Ruff Puffs, who'll shoot a ball of electricity at you.

There's a Jump-Over Cloud on Stair 31. On Stair 33 is a door which leads to a tree bearing Blue Apples. They'll heal 5 HP. Use Thudley to knock them from the tree. You'll find a chest with a Ruff Puff card on Stair 34. On the left side, on Stair 37, flip to find some item blocks that allow you to cross to the right side.

On the right side, near Stairs 41 and 42, you'll find some blocks. There are flipping Spinies here, thrown by flipping Lakitus. You'll find a Jump-Over Cloud between Stairs 44 and 45. On 46, you'll find a door leading to Red Apples and a Happy Flower. Be sure to hold onto at least one Red Apple. Drop down to 43 to find a door and a Save Block. The door leads to a tree, with Peach sleeping underneath it. The bros and Bowser try to wake her up, to no avail. Tippi mentions that Peach can really sleep. Luvbi flies in and notices that Peach ate the golden fruit. There are many magical trees in The Overthere, whose fruits have many effects. The Golden Apple makes people so satisfied that they'll sleep for 100 years. Bowser's not that patient. Luvbi mentions a tree that grows taboo fruit that would wake anyone. She then starts pouting that everyone holds Peach in such high regard, so she decides not to help, but go sulk instead. At this point, you can leave, or try giving Peach some apples that you've collected. The Red Apple will make her grow much taller, wake up, freak out, then return to normal size and fall back asleep. The Blue Apple will make her shrink, then return to normal size without waking her up.

Return to the Overthere Stair. Go onto the left side and take two yellow platforms up (they'll move right next to each other). You'll find a chest with a Shroom Shake. On Stair 48, you'll find a Jump-Over Cloud. To the left, you'll find a sign. Flip in front of it to find a door leading to the tree with Yellow Apples. If given to Peach, she'll wake up, grow a mustache, freak out, ask for some lip wax, then fall asleep. The mustache will disappear.

On Stair 51, go through the door on the left and flip to find the tree with Pink Apples. They will make Peach turn into a Peachy Peach, then return to normal. On Stair 52 is a coin block cleverly disguised as a brick block and a Mushroom in an item block. Take the yellow platform up to Stair 53 and flip to find a door leading to the tree of Black Apples. Give it to Peach and she wakes up, calling it gross. She asks what they gave her to eat. Luigi is happy that it worked. Peach is excited that Luigi is safe. Bowser says her concerned husband is here. Peach ignores that and asks where they are, as she can't remember. Tippi explains that Dimentio's attack sent her to The Overthere. Luvbi asks if she's awake. Luvbi says she's taking these travelers to the Overthere. Peach is pleased to make Luvbi's acquaintance, but Luvbi isn't so pleased, telling the princess of silly peaches to not dawdle. Luvbi leaves to climb ahead. Peach wonders if she said something rude. Tippi says not to worry about it. Peach apologizes for causing the other heroes trouble, but she's happy to see them. Now that Peach has rejoined the party, platforming will be easier.

Back on Stair 52 is a door. Go through it and bars appear on the door. Skellobits are in the area. They're creatures from The Underwhere who carry spears. Defeat them all to go back through the door. On Stair 53 is a Jump-Over Cloud. On Stair 54, climb up the blocks, then float to the other side. On Stair 55, you'll find one of many Jump-Over Clouds in the area that lead to Stair 6.

On Stair 61, you'll find a Flip Cursya, which will flip the directions on the D-Pad. Leave it alone or use Piccolo to remove the curse. To the left, a yellow platform will appear between two brick blocks. Transfer to another yellow platform and you'll see arches in the sky. Stand on them and flip for item blocks. On Stair 62 is a brick block that's actually a coin block. On Stair 63 is a Jump-Over Cloud. There are coins on Stair 65 and a Slow Cursya on Stair 68. The chest near it has a Long-Last Shake. Take the yellow platform to a series of narrow pillars. Use Peach to cross them. There's chest with a Thunder Rage on Stair 69.

On Stair 71, flip near the item blocks to find more item blocks. One has a Super Shroom. There's also a Jump-Over Cloud. There's another on Stair 72. Near Stair 73 are some pillars. Near Stair 74 is a yellow platform that leads to a chest with a Life Shroom. Go up and you'll find a pavilion and a cloud. The switch next to him makes a pipe appear. Talk to the cloud and you'll find his name is Cyrrus. He wants to be a big cloud. He heard about a guy getting bigger by eating a mushroom and wants to eat something that will make him bigger, as well. You can feed him any of the apples you have and they'll do the same things as they did to Peach. The pipe nearby will take you back to Stair 43 so you can get a Red Apple, which he needs. He grows and calls himself Super Cyrrus. He's super bouncy, to the point that he launches the heroes of the planet. They come back down and land on Stair 80. Flip under the roof of the pavilion to find some coins. Super Jump onto the pavilion to reach a chest with a gold bar. Go through the door and you'll find a sign that says, "Here Endeth Overthere Stair. The Overthere is Over There". Float across the gap to the star.

Sunday, September 7, 2014

Super Paper Mario -- Chapter 7-2: The Sealed Doors Three

"I sought a prince, but nay! What I found were ancient men of hairy cheek." "'Twas a horror, yea, and one that left my breath stricken in my throat." Luvbi kept up this refrain as she traveled with our heroes. She seemed less than happy. Still, she DID have a lot of energy... "Hasten thy chubby legs! Times waits not for those who slack!" Luigi, on the other hand, was elated that he and his brother were finally reunited. But Peach and Bowser were still nowhere to be found... Were they safe? ... So thought our heroes as they made their way slowly to Underwhere Road.

Luvbi announces that they have reached Underwhere Road, the way out of The Underwhere. Tippi asks if they keep going upward, they'll eventually reach The Overthere. Luvbi says that is obvious. Her heart weeps to return to The Overthere without meeting her true love. She then asks Tippi if she believes in soul mates. Tippi stammers, but doesn't really answer. Luvbi marks her as "undecided" or "unrequited". Tippi stammers some more, but Luvbi says she was only tweaking Luvbi's chain. Luvbi decides to go on ahead, challenging them to catch her if they can. Tippi calls her an entirely unstable walking mood swing.

Go through the door and you'll enter a dark area. Move carefully as you'll be doing some vertical platforming. Luvbi will always be just ahead of you, so follow her. In the darkness, you may encounter Underhands, so be careful. There are a couple of flipping platforms in the area, as well as some Dark Boos, who can flip. About halfway up, drop down to the right to find a chest with a Dark Boo card. On the way, you'll find item blocks with some Mushrooms. At the top is a door that's sealed shut. Use Tippi's power on it and it starts talking. It notes that travelers have come. He informs the heroes that Queen Jaydes demands that he guard the door, as there are many monsters prowling about. He is Dorguy the First and, as a routine check, will ask some questions to determine if they are trustworthy. If all questions are answered correctly, he'll let them through. These are story problems, but you can largely ignore the story.
1. Who is the most powerful person in The Underwhere? Queen Jaydes
2. What is my name? Dorguy the First
3. How many times did I just say the word "apple"? 6 times
After answering the questions correctly, he lets them through.

The door leads to a room with two locked doors and a Save Block. The ground is shaking. When you have a decent amount of health, talk to the D-Men guarding one of the doors. They say they're busy. Tippi explains that they must reach The Overthere, but don't know the way. The D-Men say the left door will lead them to The Overthere, but they can't open it for them as they've trapped a raging beast, who escaped its prison, behind the door they're guarding. They've locked both doors down for security. Someone must subdue the beast, and if the heroes do it, they'll unlock the door. Agree and the D-Men say they were only joking, but ask if the bros are nuts when they realize they've agreed. They agree to let them through the door, saying they'll mail the hero's mustache to their next of kin. The predict that the hero's game is about to end and unlock the door.

Go through the door and you'll hear a familiar roar. The torches light up, revealing Bowser wondering where he is, why jerks in shades keep jumping him, and why it's so dark. He complains that Peach isn't here and he's hungry. He wonders what he did to deserve this. He notices that the bros are in the room and asks where everyone else is, including Peach. Tippi explains they don't know and they're looking for her. Bowser definitely doesn't like the fact that Peach isn't here and thinks the bros want to break them up. Tippi denies it, but Bowser decides to stomp the truth out of them. Bowser has 80 HP, 8 attack, and 2 defense. He'll charge at the bros or breathe fire. Don't stomp him without Carrie due to the spikes. Keep attacking and you'll eventually win. Bowser asks why he always loses and what's wrong with him. He says he always gets back up every time, as many times as it takes to send the bros to The Underwhere. Luigi says they're already there. Bowser asks if he looks like a guy who's game is over. Tippi explains that Dimentio's attack sent them here and that she and Merlon didn't know about any of them. Bowser finally realizes that Peach is really lost somewhere and asks why they didn't say so. They could've been searching for her this entire time. He rejoins the party.

The heroes leave the room and the D-Men note that their games aren't over, so they think the heroes ran away from the fight. They're shocked to learn that the beast has been defeated. They thank them, calling the heroes "prime go-getters". They give the heroes the Door Key and the other D-Men leave to take care of other things. The remaining D-Man says to have someone light the torches with fire, but the torches will go out eventually.

Unlock the door and have Bowser out, using Carrie's power to move faster. Use his fire breath to light the torches. The Underhands disappear in the light. This area contains a lot of vertical platforming in a narrow space, so if you fall, you may lose a lot of progress. There are Dry Bones and Dark Boos here to help you to that end. Be sure to light every torch in the vertical area, as they are few and far between. About halfway up, drop down to the right to find a pipe. You'll find many coins in the room, but they'll quickly disappear. Return to the dark room and you'll find a door at the top. Use Tippi's power on it to get Dorguy the Second to talk to you. He'll display colorful shapes on a screen and ask questions about what appears, but he won't tell you if you got a question correct.
1. How many red objects were there? 3
2. How many triangles were there? 2
3. What color were the moving objects? Blue
4. Off the top of your head, what number question is this? 4
5. What shape was the most plentiful? Triangles
Once you answer all the questions, he'll say the heroes have very young brain ages, so they must be good people.

Go through the door to find a locked door and a pink door. The pink door leads to the room of the three women. They each have a favor to ask. The only one you need to do is the pink one's, Hagra's. She'll ask you to get a book she lent a D-Man and she'll warp you to his location. Talk to him to get the Diet Book back. You'll still have to climb your way back up to return it to her. She'll give you the Door Key as a reward. The blue one, Hagnes, will ask you to listen to her story of how she romantically pursued Grambi, but lost to another. The green one, Hagitha, will sent you to a D-Man to check a TV recording. Tell him the correct show and climb back up. She rewards you with information on how to deal with an Underwhere beast called the Underchomp. If it's favorite music is played, it will fall asleep.

Unlock the door and you'll find some rocks and a set of ascending stairs. Light the torches so you can see, then use Mario to climb the stairs, so he can flip to avoid the Spiny Tromps rolling down. Super Jump to reach the door at the top. Dorguy the Third is here and he asks if he can get a little Underchomp. He can and it appears, a set of three Chomps, each a primary color. If the heroes are worthy, they should be able to beat it. Things turn into an Earthbound-style battle. Use Piccolo to put each Underchomp to sleep for a few turns, then attack with Bowser for the most damage. When they wake up, use Piccolo again. You'll get 6,000 points for winning. Dorguy the Third allows them through to reach the star.