With The Void encompassing the entire sky, the end of the world was at hand. The pressure was on for the heroes to find all the remaining Pure Hearts. Would regal King Sammer be willing to part with his most precious treasure? Leaving an army of Sammer Guys in his wake, Mario stepped into the palace...
Inside King Sammer's pink palace, King Sammer says the heroes have arrived. He received word of their run in with Count Bleck, meaning that the legends are true. Tippi asks for the Pure Heart. King Sammer says they haven't defeated all 100 Sammer Guys but the situation is grave. He says the Pure Heart sits on the 26th gate. Go onstage and open the chest. A bomb that resembles Boomer explodes. King Sammer asks why that explosion didn't even turn the heroes black with soot. He says it stinks that they're not hurt. He flips over to them, asking if they thought that they'd just grab the Pure Heart. Calling them dumb, King Sammer reveals that he is actually Mimi in disguise. She says the real King Sammer is napping while the world ends. Tippi tells her to get out of the way, as time is of the essence. Mimi explains that she's here to get in the way. She's not soft and cuddly like the count. It's bedtime for the heroes.
Peach is a good choice for the first part of this battle, as is Thoreau. Mimi has 25 HP and 2 attack. She'll surround herself with Rubees and throw them to attack. Throw the Rubees back to make her Rubee shield disappear and attack her. After she takes enough damage, she'll flip into 3D. Go after her with Mario. When you defeat her, she says that really hurt and the heroes are a bunch of bullies who hit cute little girls. This doesn't matter, as everything's perfect. The Void is even larger in the sky. Mimi got them to waste what precious little time they had left. She says they should give up trying to look for the Pure Heart. Tippi says this psychotic girl was only trying to stall them. Mimi says she warned them she was meaner than the count. She can't stay and play with them more, as the world is about to go kablooey. She leaves.
Go through the door and cross more gates. The Sammer Guys will let you pass. The shaking becomes even more violent and The Void flashes. One Sammer Guy laughs in desperation, saying they're not going to make it. Tippi says it can't end like this. The Void flashes and the sky goes white.
Tippi says it feels like she knows Count Bleck from somewhere. The heroes wake up on Flipside Tower and Tippi says she did know him, but doesn't remember how or when, nor who he is. Bowser asks what's going on. Tippi says she's a little discombobulated and it's hard to say what happened, but they returned to Flipside. Peach wonders what happened to King Sammer and his Sammer Guys, as well as the Pure Heart. Tippi says the door to the world still exists, so she suggests that they go back through the door.
Showing posts with label Thoreau. Show all posts
Showing posts with label Thoreau. Show all posts
Tuesday, September 2, 2014
Wednesday, August 27, 2014
Super Paper Mario -- Chapter 5-4: The Menace of King Croacus
"You want REAL danger? How about my duel with the foul Rainbowzilla?!" As the heroes descended into the Floro Caverns, Flint Cragley entertained them all. "Boss. BOSS! Cragnons heard that story 255 times, brah... You making my Crag hurt. Brah, if you count time we weren't tied up, then it be 256 times." Mario and Co. glanced over at the weary faces of Flint's crew as they delved deeper. But a light grew... Was it a ray of hope from the Pure Heart, or an evil illusion?
Flint Cragley tells the viewers at home that they traipsed over beasts, but found a sight too horrible to believe. Hornfels says nothing has happened yet. Flint says the sight is up ahead and they're going to look for it now. They leave. Drop down and you'll find a white door in the cavern. It leads to a scanner, with an ornate door on the other side. Unfortunately, the heroes can't get past the scanner. Drop down to the left and you'll find a tiny pipe, then a normal pipe. Go through the normal pipe and you'll see a Cragnon leave through a white door. The white door leads to the Processing Center, but a key card is required for access. Go back through the white door and drop down to the right. There are Pal Pills in the item block, but you may want to avoid getting them so they do not attack the Cragnons and cost you points. Flip and drop down and you'll find a red switch. Pick up the two Cragnons down there and throw them onto the switch to make a pipe appear.
The pipe leads to a part of the cavern where there's a skull drawn on the wall. Use Fleep on the skull to make a Cave Key appear. Beyond the door is a maze to a sign telling you to use Fleep on the skull, so you can ignore it and go back. Flip into 3D to find a ladder out of that area. Unlock the door to the right and you'll find a normal Cragnon named Gabbro and a Pixl. The Cragnon thought this was a good hiding spot since the key was lost. The Pixl calls this situation unexpected, like a storm of rain. It says there are no absolutes. The Cragnon asks what they should do. The Pixl says Grabbro must calm himself and meditate. The Cragnon surrenders, asking the heroes not to hurt the Pixl. The Pixl protests, but Gabbro says the Pixl kept him company and helped him hide. Gabbro owes the Pixl and wants the Pixl to live free. The Pixl notices that the heroes are not Floro Sapiens and Gabbro asks if they're here to save him. Tippi says Gabbro managed to avoid falling under the Floro Sapiens' control, just like Flint. Gabbro's a huge Flint Cragley fan and the Pixl says to find him. The Pixl says that humans, Cragnons, and Pixls shouldn't linger long together, as only heroes travel with them. It tells Gabbro to let his aura shrink so he can return to the village. It shrinks Gabbro, who thanks the Pixl and leaves through a tiny red door. Now it's time to get funky again. The Pixl bids Gabbro farewell. It says it hears the tears of souls. The hero must take her to the deep, dark underbelly of the earth. Her name is Dottie and she allows the heroes to shrink to enter small spaces and avoid detection. Use her power to go through the tiny red door.
Go through the door to the Processing Center, then run through the low gap to the left. You'll find the Card Key here. Use it to unlock the door. Go through the pipe, which takes you to an area with caged Cragnons. Pound the switch with Thudley and the alarm sounds. The Cragnons are released. Hop over the blocks to avoid them and go through the pipe on the right. Dimentio says they've finally come to play like long-sleeping toddlers. O'Chunks is with him. Dimentio asks if they tire of collecting the Pure Hearts. He says he's not violent by nature and wants to settle things peacefully. He offers to return them to their own world. The heroes won't sit by idly wand watch worlds die. Dimentio transports them to Dimension D. Tippi says this battle will end the same way as before. Dimentio changes things up a little by giving O'Chunks a sprout. He starts saying the names of vegetables. Dimentio calls O'Chunks dim and says he's livened him up with a sprout. He can now be called O'Cabbage. O'Chunks attacks. His attacks are largely the same, but he's faster. Throw him with Thoreau, then stomp. Once you defeat him, the sprout falls off. The mind control ceases and he asks what he's doing here. He thinks the heroes want to challenge him, but they'll get ruined. His stomach growls. According to him, warrior rule #1 is never fight on an empty stomach. The heroes are done the next time they meet and he lifts off. Tippi notices that the sprout that fell off is the same as the one on the Cragnons, but this one is nearly dead. Wear the sprout and the heroes suffer no ill effects.
Elsewhere, Dimentio laughs. He says if the heroes beat that model of O'Chunks, they're coming alone nicely. They are perhaps the ones he's waited for all this time, so he should prepare himself. Go up and through the pipe to return to the entrance to the Processing Center. Leave and go through the tiny pipe to the right for many item blocks. Most of them have coins, but there are Pal Pills and a Super Shroom here. Go through the white door on the far right, the one with an ornate door on the other side. The scanner will let the heroes pass through with the sprout.
The door leads to King Croacus's lavish castle. There are many valuable objects and paintings of former rulers. Read the captions to find out more about the rulers' histories if you like. You'll find out that King Croacus IV, the current ruler, was not born into royalty, but was acknowledged after many years of service to a young king who died early. Flip and you'll find that the floor is cracked underneath each painting. Use Boomer to blow up the cracks. In 3D, drop down and you'll see a colorful switch. Hit the switch with Thoreau so it matches the background of the painting above. You do not have to hit the switch under the blue painting, as the switch is already the correct color. There are Cragnons at the bottom, so beware. Under the far right painting is a Save Block. Once all of the switches are the correct color, a curtain appears and an door is revealed.
Go through the door and someone asks where the pretties are. They want more pretties. It's King Croacus IV, who calls the heroes hideous and clashing intruders. He won't forgive the trashing of his beautiful kingdom. The heroes order him to release the Cragnons. Croacus refuses, saying their sturdy bodies make them fine workers to dig up more gems for his bejeweled palace. He says the world is made for beauty and shows them the Pure Heart. He knows the heroes want the Pure Heart badly, and think it's because all seek beauty. Their blabber hurts his ears and their smell is wilting them. He rarely stoops to such things, but they should consider it an honor that he'll destroy them himself. He becomes a planted flower with three heads attached to flexible, spiny stalks. His head becomes more like a rose and he can cover his face with his petals. He has 50 HP and 2 attack. Croacus attacks with his heads, but does not take damage when his face is closed off. Grab stuff with Thoreau and throw it or jump onto him. Pick up a head with Thoreau and stand on another to get a better angle. After he takes a few hits, the heads disappear and Croacus floats freely. He'll shoot off flying petals that are like sharp fan blades. Pick those up and toss them at Croacus, or pick Croacus up and toss him at the petals.
When he is defeated, he says even as he wilts, he is beautiful. He turns grayer. Floro Sapiens rush in, asking what the heroes did. Tippi says they defeated Croacus and they want the Cragnons released. The Floro Sapiens say they don't get it. King Croacus IV was awesome and thought of his people first. The Cragnons were polluting the water by throwing trash into the river, which the Floro Sapiens then drank from. Drinking the polluted water drove Croacus crazy. Flint says he knew it all along. He has an emergency special report from the front lines, saying that pollution drives the Floro Sapiens mad. He tried to tell the Cragnons earlier, but his thoughts were too advanced for them. Hornfels says this segment is playing well with the green Cragnon crowd and that ratings are exploding. Monzo says it's like Crags on Ice meets Baron von Craggington. Flint says once the Cragnons see the report, they'll realize the error of their ways. The Floro Sapiens say that water is the most precious treasure. If the Cragnons stop dirtying the water, they'll chill out, be cool, and take off the sprouts. Tippi calls this an unexpected turn. Aside from whaling on their king, they are heroes and give them the Pure Heart. The earliest Floro Sapien kings were given it to safeguard for 1,500 years. King Croacus IV would be happy that the duty got done. The Pixls dance.
End of Chapter
"Men of true grit witness live what others can only see through Crag-vision. That is what moves me to travel into the belly of the beast week after week. Thanks again for watching, and until next the next time... CRAAAAGLEY HO!" Having wrapped their latest shoot, Flint and crew went back to Downtown of Crag. Mario and friends clutched the sixth Pure Heart as they walked back toward Flipside. Our heroes had taken a new step toward overturning the prophecy of destruction.
Flint Cragley tells the viewers at home that they traipsed over beasts, but found a sight too horrible to believe. Hornfels says nothing has happened yet. Flint says the sight is up ahead and they're going to look for it now. They leave. Drop down and you'll find a white door in the cavern. It leads to a scanner, with an ornate door on the other side. Unfortunately, the heroes can't get past the scanner. Drop down to the left and you'll find a tiny pipe, then a normal pipe. Go through the normal pipe and you'll see a Cragnon leave through a white door. The white door leads to the Processing Center, but a key card is required for access. Go back through the white door and drop down to the right. There are Pal Pills in the item block, but you may want to avoid getting them so they do not attack the Cragnons and cost you points. Flip and drop down and you'll find a red switch. Pick up the two Cragnons down there and throw them onto the switch to make a pipe appear.
The pipe leads to a part of the cavern where there's a skull drawn on the wall. Use Fleep on the skull to make a Cave Key appear. Beyond the door is a maze to a sign telling you to use Fleep on the skull, so you can ignore it and go back. Flip into 3D to find a ladder out of that area. Unlock the door to the right and you'll find a normal Cragnon named Gabbro and a Pixl. The Cragnon thought this was a good hiding spot since the key was lost. The Pixl calls this situation unexpected, like a storm of rain. It says there are no absolutes. The Cragnon asks what they should do. The Pixl says Grabbro must calm himself and meditate. The Cragnon surrenders, asking the heroes not to hurt the Pixl. The Pixl protests, but Gabbro says the Pixl kept him company and helped him hide. Gabbro owes the Pixl and wants the Pixl to live free. The Pixl notices that the heroes are not Floro Sapiens and Gabbro asks if they're here to save him. Tippi says Gabbro managed to avoid falling under the Floro Sapiens' control, just like Flint. Gabbro's a huge Flint Cragley fan and the Pixl says to find him. The Pixl says that humans, Cragnons, and Pixls shouldn't linger long together, as only heroes travel with them. It tells Gabbro to let his aura shrink so he can return to the village. It shrinks Gabbro, who thanks the Pixl and leaves through a tiny red door. Now it's time to get funky again. The Pixl bids Gabbro farewell. It says it hears the tears of souls. The hero must take her to the deep, dark underbelly of the earth. Her name is Dottie and she allows the heroes to shrink to enter small spaces and avoid detection. Use her power to go through the tiny red door.
Go through the door to the Processing Center, then run through the low gap to the left. You'll find the Card Key here. Use it to unlock the door. Go through the pipe, which takes you to an area with caged Cragnons. Pound the switch with Thudley and the alarm sounds. The Cragnons are released. Hop over the blocks to avoid them and go through the pipe on the right. Dimentio says they've finally come to play like long-sleeping toddlers. O'Chunks is with him. Dimentio asks if they tire of collecting the Pure Hearts. He says he's not violent by nature and wants to settle things peacefully. He offers to return them to their own world. The heroes won't sit by idly wand watch worlds die. Dimentio transports them to Dimension D. Tippi says this battle will end the same way as before. Dimentio changes things up a little by giving O'Chunks a sprout. He starts saying the names of vegetables. Dimentio calls O'Chunks dim and says he's livened him up with a sprout. He can now be called O'Cabbage. O'Chunks attacks. His attacks are largely the same, but he's faster. Throw him with Thoreau, then stomp. Once you defeat him, the sprout falls off. The mind control ceases and he asks what he's doing here. He thinks the heroes want to challenge him, but they'll get ruined. His stomach growls. According to him, warrior rule #1 is never fight on an empty stomach. The heroes are done the next time they meet and he lifts off. Tippi notices that the sprout that fell off is the same as the one on the Cragnons, but this one is nearly dead. Wear the sprout and the heroes suffer no ill effects.
Elsewhere, Dimentio laughs. He says if the heroes beat that model of O'Chunks, they're coming alone nicely. They are perhaps the ones he's waited for all this time, so he should prepare himself. Go up and through the pipe to return to the entrance to the Processing Center. Leave and go through the tiny pipe to the right for many item blocks. Most of them have coins, but there are Pal Pills and a Super Shroom here. Go through the white door on the far right, the one with an ornate door on the other side. The scanner will let the heroes pass through with the sprout.
The door leads to King Croacus's lavish castle. There are many valuable objects and paintings of former rulers. Read the captions to find out more about the rulers' histories if you like. You'll find out that King Croacus IV, the current ruler, was not born into royalty, but was acknowledged after many years of service to a young king who died early. Flip and you'll find that the floor is cracked underneath each painting. Use Boomer to blow up the cracks. In 3D, drop down and you'll see a colorful switch. Hit the switch with Thoreau so it matches the background of the painting above. You do not have to hit the switch under the blue painting, as the switch is already the correct color. There are Cragnons at the bottom, so beware. Under the far right painting is a Save Block. Once all of the switches are the correct color, a curtain appears and an door is revealed.
Go through the door and someone asks where the pretties are. They want more pretties. It's King Croacus IV, who calls the heroes hideous and clashing intruders. He won't forgive the trashing of his beautiful kingdom. The heroes order him to release the Cragnons. Croacus refuses, saying their sturdy bodies make them fine workers to dig up more gems for his bejeweled palace. He says the world is made for beauty and shows them the Pure Heart. He knows the heroes want the Pure Heart badly, and think it's because all seek beauty. Their blabber hurts his ears and their smell is wilting them. He rarely stoops to such things, but they should consider it an honor that he'll destroy them himself. He becomes a planted flower with three heads attached to flexible, spiny stalks. His head becomes more like a rose and he can cover his face with his petals. He has 50 HP and 2 attack. Croacus attacks with his heads, but does not take damage when his face is closed off. Grab stuff with Thoreau and throw it or jump onto him. Pick up a head with Thoreau and stand on another to get a better angle. After he takes a few hits, the heads disappear and Croacus floats freely. He'll shoot off flying petals that are like sharp fan blades. Pick those up and toss them at Croacus, or pick Croacus up and toss him at the petals.
When he is defeated, he says even as he wilts, he is beautiful. He turns grayer. Floro Sapiens rush in, asking what the heroes did. Tippi says they defeated Croacus and they want the Cragnons released. The Floro Sapiens say they don't get it. King Croacus IV was awesome and thought of his people first. The Cragnons were polluting the water by throwing trash into the river, which the Floro Sapiens then drank from. Drinking the polluted water drove Croacus crazy. Flint says he knew it all along. He has an emergency special report from the front lines, saying that pollution drives the Floro Sapiens mad. He tried to tell the Cragnons earlier, but his thoughts were too advanced for them. Hornfels says this segment is playing well with the green Cragnon crowd and that ratings are exploding. Monzo says it's like Crags on Ice meets Baron von Craggington. Flint says once the Cragnons see the report, they'll realize the error of their ways. The Floro Sapiens say that water is the most precious treasure. If the Cragnons stop dirtying the water, they'll chill out, be cool, and take off the sprouts. Tippi calls this an unexpected turn. Aside from whaling on their king, they are heroes and give them the Pure Heart. The earliest Floro Sapien kings were given it to safeguard for 1,500 years. King Croacus IV would be happy that the duty got done. The Pixls dance.
End of Chapter
"Men of true grit witness live what others can only see through Crag-vision. That is what moves me to travel into the belly of the beast week after week. Thanks again for watching, and until next the next time... CRAAAAGLEY HO!" Having wrapped their latest shoot, Flint and crew went back to Downtown of Crag. Mario and friends clutched the sixth Pure Heart as they walked back toward Flipside. Our heroes had taken a new step toward overturning the prophecy of destruction.
Labels:
Boomer,
Cragnon,
Dimension D,
Dimentio,
Dottie,
Fleep,
Flint Cragley,
Floro Sapien,
Hornfels,
Key,
King Croacus,
Monzo,
O'Chunks,
Pal Pills,
Pure Heart,
Super Paper Mario,
Thoreau,
Tippi
Tuesday, August 12, 2014
Super Paper Mario -- Chapter 2-4: The Basement Face-Off
The mysterious handmaid Mimi disappeared in a bizarre explosion... What exactly was her plan and why did she try to enslave Mario and friends? After the incident, Princess Peach noticed stairs going down. "Here we go!" she said. "I wonder if Merlee is down here?" thought our heroes as they traded worried glances... The two solemnly made their way down, knowing there was no other path to follow.
In Merlee's Basement, Tippi says that the Pure Heart is nearby, as she can feel the tremors more strongly. Someone starts speaking faintly in rhyme, thanking them for looking for her. A faded image of Merlee appears. She's glad to see them, as she's been waiting a long time for them. They can't meet right now as an evil one is pursuing her, so she's not safe. Merlee says the basement is like a maze. With her power fading, she says to trust nothing, be it foul or fair. The image disappears and Tippi wonders if that was really her and why they have to be so careful.
Go down the stairs and you'll find a Mushroom to the left in an item block. To the right are two doors. From this point forward, the basement is like a maze. The door on the left leads to Room 01. Check the signs in the middle of the room to check the number. Go through the upper left door, which leads to a room decorated like the rest of the mansion. Flip and you'll find a couple of flip blocks. Bring them into 2D, noting that there are two tiers of them. Go up to the second level and Merlee is there. She says she's like the sun to those whom fate brings her. She knew she would see them soon. Tippi asks her for the Pure Heart and Merlee says she'll gladly give it to them for 10 million Rubees, a bargain according to her. She asks them to sign on the dotted line. Refuse and she'll allow a small loan. Refuse again and she'll throw in a free gift: a Super Mega Ultra Shroom. Refuse and she'll offer Breadward, a Pixl made of oats and lard. Refuse one more time and she yells, saying none of them have a clue. This is there last shot. Refuse and Merlee's faded image appears, saying this Merlee's a fake. The fake Merlee says, "Mimimimimimimimimimimimimi!", then says there's no point in trying to fool them anymore. She turns into Mimi, saying the girl that they thought was a handmaid or Merlee was an imposter and a faithful servant of Count Bleck She's the master impersonator, Mimi. She wanted to settle things peacefully, but it's too bad that the heroes refused. She assumes her true form, her head crackling and spinning. Spider-like legs appear. Merlee says she's protected by a barrier, so attacks are useless. They must flee and find the real Merlee, who can use her magic to weaken her.
Go through the right door. Mimi will chase you, so if you stay in a room long enough, she'll appear, throwing Rubees. Going through the right door will lead you to Room 05, where you'll find Swoopers. On the right side, flip sideways with Slim and you'll drop down to a door. This door leads to Room 06, which has a Cursya. Flip to reach the top right door. This leads to Room 08, where there's an Ice Cherbil. Blow up the crack near the sign for a Shroom Shake. Go through the top right door to Room 07, which has a Boo. Blow up the crack in the upper right area and flip to go through it. There's a door in this tunnel, leading to Room 09. There are a couple of Shlurps here. Go through the top left door to an unnumbered room with an Atomic Boo. It has 10 HP and 2 attack. Use Boomer to defeat it. Use Tippi's power to reveal an invisible staircase in the middle of the room. Take them to the top right door.
This door leads to the basement's bathrooms. There's nothing of interest in the men's bathroom, other than some graffiti. In the women's bathroom, you'll find more graffiti and Merlee in the third stall from the left. A fly is buzzing around her. She says that she was too weak and Mimi too robust, so she hid the Pure Heart where Mimi would never look. She and the heroes should combine their powers to teach Mimi a lesson. Mimi doesn't think so, however. She appears, then transforms into Merlee. They both call each other fake and bump into each other. They ask the heroes to tell them apart, which starts up the 66th Annual "That's My Merlee" Show. The host says that the heroes get to ask five questions, then pick the real Merlee. Pick any questions you like: the answers don't matter. At the end, the fly starts buzzing around Merlee #1, the one hiding in the bathroom. Pick this one, and she'll says that no one could copy her. Mimi counters that she mimicked Merlee perfectly. She'll congratulate the heroes by tearing them apart. She assumes her true form and attacks. Merlee leaves the bathroom to cheer in safety.
Mimi has an unknown amount of HP and 1 attack power. Peach is good for this battle as she can hover and protect herself with her umbrella. Mimi will be throwing Rubees at you, as well as sending a wave of Rubees from the floor. Initially, you can't attack her while she is glowing. After a cheer from Merlee, you can start doing damage. Merlee's cheer is magical and destroys Mimi's invincibility barrier. Use Thoreau to pick up a Rubee and throw it at Mimi. This will stun her so you can jump on her. After a couple of jump attacks, a leg will fall off. She's finished when all of her legs have fallen off. Mimi says this is impossible and explodes, revealing her normal form. She says she's not beaten for good and the heroes won't be so lucky next time. She flips out of the mansion.
Merlee says they did a fine job. The tenants of the mansion guarded the Pure Heart for 1,500 years, waiting for the hero. Now, their duty is done and she's ecstatic. The Light Prognosticus says she and her ancestors waited by the Pure Heart, but there's something else not written in it. In another prophecy, it is written that a heart of chaos can only be beaten by four of mystery, united. Peach and Mario are the first two heroes and they must find the other two. The other two may be known to them. Merlee gives them the yellow Pure Heart.
End Of Chapter
Count Bleck's servant Mimi had laid a nasty trap for Mario and friends... But with the help of Merlee, faithful defender of the Pure Heart, the day was won. But who were the other two heroes mentioned by Merlee? With five Pure Hearts yet to be found, Mario knew this adventure had only begun...
In Merlee's Basement, Tippi says that the Pure Heart is nearby, as she can feel the tremors more strongly. Someone starts speaking faintly in rhyme, thanking them for looking for her. A faded image of Merlee appears. She's glad to see them, as she's been waiting a long time for them. They can't meet right now as an evil one is pursuing her, so she's not safe. Merlee says the basement is like a maze. With her power fading, she says to trust nothing, be it foul or fair. The image disappears and Tippi wonders if that was really her and why they have to be so careful.
Go down the stairs and you'll find a Mushroom to the left in an item block. To the right are two doors. From this point forward, the basement is like a maze. The door on the left leads to Room 01. Check the signs in the middle of the room to check the number. Go through the upper left door, which leads to a room decorated like the rest of the mansion. Flip and you'll find a couple of flip blocks. Bring them into 2D, noting that there are two tiers of them. Go up to the second level and Merlee is there. She says she's like the sun to those whom fate brings her. She knew she would see them soon. Tippi asks her for the Pure Heart and Merlee says she'll gladly give it to them for 10 million Rubees, a bargain according to her. She asks them to sign on the dotted line. Refuse and she'll allow a small loan. Refuse again and she'll throw in a free gift: a Super Mega Ultra Shroom. Refuse and she'll offer Breadward, a Pixl made of oats and lard. Refuse one more time and she yells, saying none of them have a clue. This is there last shot. Refuse and Merlee's faded image appears, saying this Merlee's a fake. The fake Merlee says, "Mimimimimimimimimimimimimi!", then says there's no point in trying to fool them anymore. She turns into Mimi, saying the girl that they thought was a handmaid or Merlee was an imposter and a faithful servant of Count Bleck She's the master impersonator, Mimi. She wanted to settle things peacefully, but it's too bad that the heroes refused. She assumes her true form, her head crackling and spinning. Spider-like legs appear. Merlee says she's protected by a barrier, so attacks are useless. They must flee and find the real Merlee, who can use her magic to weaken her.
Go through the right door. Mimi will chase you, so if you stay in a room long enough, she'll appear, throwing Rubees. Going through the right door will lead you to Room 05, where you'll find Swoopers. On the right side, flip sideways with Slim and you'll drop down to a door. This door leads to Room 06, which has a Cursya. Flip to reach the top right door. This leads to Room 08, where there's an Ice Cherbil. Blow up the crack near the sign for a Shroom Shake. Go through the top right door to Room 07, which has a Boo. Blow up the crack in the upper right area and flip to go through it. There's a door in this tunnel, leading to Room 09. There are a couple of Shlurps here. Go through the top left door to an unnumbered room with an Atomic Boo. It has 10 HP and 2 attack. Use Boomer to defeat it. Use Tippi's power to reveal an invisible staircase in the middle of the room. Take them to the top right door.
This door leads to the basement's bathrooms. There's nothing of interest in the men's bathroom, other than some graffiti. In the women's bathroom, you'll find more graffiti and Merlee in the third stall from the left. A fly is buzzing around her. She says that she was too weak and Mimi too robust, so she hid the Pure Heart where Mimi would never look. She and the heroes should combine their powers to teach Mimi a lesson. Mimi doesn't think so, however. She appears, then transforms into Merlee. They both call each other fake and bump into each other. They ask the heroes to tell them apart, which starts up the 66th Annual "That's My Merlee" Show. The host says that the heroes get to ask five questions, then pick the real Merlee. Pick any questions you like: the answers don't matter. At the end, the fly starts buzzing around Merlee #1, the one hiding in the bathroom. Pick this one, and she'll says that no one could copy her. Mimi counters that she mimicked Merlee perfectly. She'll congratulate the heroes by tearing them apart. She assumes her true form and attacks. Merlee leaves the bathroom to cheer in safety.
Mimi has an unknown amount of HP and 1 attack power. Peach is good for this battle as she can hover and protect herself with her umbrella. Mimi will be throwing Rubees at you, as well as sending a wave of Rubees from the floor. Initially, you can't attack her while she is glowing. After a cheer from Merlee, you can start doing damage. Merlee's cheer is magical and destroys Mimi's invincibility barrier. Use Thoreau to pick up a Rubee and throw it at Mimi. This will stun her so you can jump on her. After a couple of jump attacks, a leg will fall off. She's finished when all of her legs have fallen off. Mimi says this is impossible and explodes, revealing her normal form. She says she's not beaten for good and the heroes won't be so lucky next time. She flips out of the mansion.
Merlee says they did a fine job. The tenants of the mansion guarded the Pure Heart for 1,500 years, waiting for the hero. Now, their duty is done and she's ecstatic. The Light Prognosticus says she and her ancestors waited by the Pure Heart, but there's something else not written in it. In another prophecy, it is written that a heart of chaos can only be beaten by four of mystery, united. Peach and Mario are the first two heroes and they must find the other two. The other two may be known to them. Merlee gives them the yellow Pure Heart.
End Of Chapter
Count Bleck's servant Mimi had laid a nasty trap for Mario and friends... But with the help of Merlee, faithful defender of the Pure Heart, the day was won. But who were the other two heroes mentioned by Merlee? With five Pure Hearts yet to be found, Mario knew this adventure had only begun...
Labels:
Big Boo,
Boomer,
Boos,
Light Prognosticus,
Merlee,
Merlee's Mansion,
Mimi,
Princess Peach,
Pure Heart,
Rubee,
Slim,
Super Paper Mario,
Thoreau
Saturday, August 9, 2014
Super Paper Mario -- Chapter 2-1: Bogging to Merlee's
With Princess Peach at his side, Mario set out once again, bound for adventure. This time, our heroes were tasked with finding the mysterious charmer, Merlee. If Merlon was right, then Merlee was the key to finding the next Pure Heart. Never one to flinch from danger, Mario set out to find Merlee's mysterious mansion. But little did he know, the evil works of dastardly Count Bleck awaited at every turn.
The sun is setting in Gloam Valley. Tippi says the Pure Heart is up ahead, but it may be a ways away. There are a lot of Koopas. Behind the short mound of land, flip for some coins. There are pools of water here with Cheep-Cheeps. You can use Peach to go over the water easily. Flip on solid ground after the first pool of water for flip blocks. Have Peach jump up and over the water to reach a pipe.
Go through the pipe and kill the Squiglets and Squig for a chest. It contains a Door Key. Return through the pipe and unlock the door below, which leads to an area with many windmills. You'll find some Pal Pills in an item block. If you collect the Pal Pills as Peach, they'll turn into 8-bit versions of her from the original Super Mario Bros. Many of the pipes here have Piranha Plants in them, so be careful. Use the flipping platforms, then jump and float to the left to a pipe. This leads to the background, where there's a blue switch. Hitting it makes a door appear. Return to the foreground and go through the door in the middle. There appears to be a prisoner there. Talk to him as Peach and he lets out a "Hot Girl Alert". He says they were fated to meet and she is his destiny. He asks her to go out with him. Peach says she must be somewhere else and he warns her not to go to Merlee's Mansion, as there are traps and bad things. She asks him to try to save her, like a certain mustachioed man used to do, if she doesn't come back. Return and go through the door on the far right.
The item block through the door has a Mega Star. At the end of the area is a Save Block and a door. Go through it and you'll find a Slow Flower in the item block near the water. Slow Flowers slow time and the music down and give triple points and coins. Around this time, I leveled up and my attack increased by 1. On the left side, stand on the blocks and flip to find flip blocks. Use them to reach the top tree, where there are lots of coins. You can also reach a pipe. Go through it to find an empty room. Tippi says there's something in the room. Use her power to find a switch in the middle of the room. You'll have to hit it without her making it visible, so memorize where it is and jump to hit it. It makes a pipe appear. The pipe leads to a room with a square, orange enemy called a Growmeba. It can multiply and fill the room. To defeat it, you must defeat the main one, which has circles in its "eye". You can either defeat it quickly, or let it multiply to get many points. If you can't jump on the main one, pick up and throw a clone. Once you do, a large chest will appear. Open it and funky music starts playing. Someone says, "SSS-BOOOOM!" It's a bomb-shaped Pixl, who's getting good vibes that are setting its blow-up-stuff sensors. It asks if the heroes if they like exploding. It hasn't sensed goo vibes in 1,500 years, so it must check them out more closely. It's got a couple of questions for you and you have to agree with every single one.
1. You stay up wondering if anyone ever gives presents TO Santa Claus. (Yes/ Totally)
2. For some reason, you clean your room before a test. (Absolutely/ Uh-huh)
3. Whenever someone says, "Let's just be friends", you think, "Yeah, whatever". (And how/No doubt)
4. You don't really understand why I'm asking you all these weird questions. (You got it/ Truer than true)
5. You think shopping online is a wonderful and magical experience. (All my life/ Right on)
You once put on a shirt inside out, but didn't bother reversing it before going out. (Year, I remember that/ All the time)
6. You wanna be sleepin' when you're awake, but when you're tired, you wanna wake up. (Exactly/ Always)
7. You're gettin' real tired of these questions. (You said it, not me/ Umm... yeah)
The Pixl says they have some tasty vibes and they are worthy of his power. Boomer joins the party. He can blow up foes and destroy blocks. Press (1) to set him down. You can either wait for him to explode or press (1) again to make him explode immediately. You can switch whichever Pixl is out on the Pixl menu. Use Boomer on the crack in the wall, then flip through the resulting hole. There's a chest in there with a Watchitt card.
Go back through the pipes. You'll find a Jawbus in the area and four doors above it. Blow up the brick blocks so you can reach them. Go through the middle left door and you'll find Shlurps, creatures with incredibly tough skin. No attack can defeat them from the outside. They'll eat anything and their insides are rather fragile. Place Boomer on the ground in front of them so he'll be eaten. He'll explode inside the Shlurp, defeating it. Flip and use Boomer on the floor where the brick blocks are so you can drop down. Flip for more coins, then drop down to where another Shlurp and the door are. Leave, then go through the left door. You'll find Spiny Goombas here. Blow up the floor on the left side to break the brick blocks, then drop down until you reach the switch. Hit it and the ground starts shaking. Exit through the door at the bottom and you'll find a new door on the far left, this time with a yellow border.
Go through the yellow door and flip. A large mansion looms in the background. You'll find a hole in the ground. Drop down it and open the chests for a Shlurp card and a Swooper card. You'll find Swoopers on the ceiling here. Spring back up and go to the right for the star.
The sun is setting in Gloam Valley. Tippi says the Pure Heart is up ahead, but it may be a ways away. There are a lot of Koopas. Behind the short mound of land, flip for some coins. There are pools of water here with Cheep-Cheeps. You can use Peach to go over the water easily. Flip on solid ground after the first pool of water for flip blocks. Have Peach jump up and over the water to reach a pipe.
Go through the pipe and kill the Squiglets and Squig for a chest. It contains a Door Key. Return through the pipe and unlock the door below, which leads to an area with many windmills. You'll find some Pal Pills in an item block. If you collect the Pal Pills as Peach, they'll turn into 8-bit versions of her from the original Super Mario Bros. Many of the pipes here have Piranha Plants in them, so be careful. Use the flipping platforms, then jump and float to the left to a pipe. This leads to the background, where there's a blue switch. Hitting it makes a door appear. Return to the foreground and go through the door in the middle. There appears to be a prisoner there. Talk to him as Peach and he lets out a "Hot Girl Alert". He says they were fated to meet and she is his destiny. He asks her to go out with him. Peach says she must be somewhere else and he warns her not to go to Merlee's Mansion, as there are traps and bad things. She asks him to try to save her, like a certain mustachioed man used to do, if she doesn't come back. Return and go through the door on the far right.
The item block through the door has a Mega Star. At the end of the area is a Save Block and a door. Go through it and you'll find a Slow Flower in the item block near the water. Slow Flowers slow time and the music down and give triple points and coins. Around this time, I leveled up and my attack increased by 1. On the left side, stand on the blocks and flip to find flip blocks. Use them to reach the top tree, where there are lots of coins. You can also reach a pipe. Go through it to find an empty room. Tippi says there's something in the room. Use her power to find a switch in the middle of the room. You'll have to hit it without her making it visible, so memorize where it is and jump to hit it. It makes a pipe appear. The pipe leads to a room with a square, orange enemy called a Growmeba. It can multiply and fill the room. To defeat it, you must defeat the main one, which has circles in its "eye". You can either defeat it quickly, or let it multiply to get many points. If you can't jump on the main one, pick up and throw a clone. Once you do, a large chest will appear. Open it and funky music starts playing. Someone says, "SSS-BOOOOM!" It's a bomb-shaped Pixl, who's getting good vibes that are setting its blow-up-stuff sensors. It asks if the heroes if they like exploding. It hasn't sensed goo vibes in 1,500 years, so it must check them out more closely. It's got a couple of questions for you and you have to agree with every single one.
1. You stay up wondering if anyone ever gives presents TO Santa Claus. (Yes/ Totally)
2. For some reason, you clean your room before a test. (Absolutely/ Uh-huh)
3. Whenever someone says, "Let's just be friends", you think, "Yeah, whatever". (And how/No doubt)
4. You don't really understand why I'm asking you all these weird questions. (You got it/ Truer than true)
5. You think shopping online is a wonderful and magical experience. (All my life/ Right on)
You once put on a shirt inside out, but didn't bother reversing it before going out. (Year, I remember that/ All the time)
6. You wanna be sleepin' when you're awake, but when you're tired, you wanna wake up. (Exactly/ Always)
7. You're gettin' real tired of these questions. (You said it, not me/ Umm... yeah)
The Pixl says they have some tasty vibes and they are worthy of his power. Boomer joins the party. He can blow up foes and destroy blocks. Press (1) to set him down. You can either wait for him to explode or press (1) again to make him explode immediately. You can switch whichever Pixl is out on the Pixl menu. Use Boomer on the crack in the wall, then flip through the resulting hole. There's a chest in there with a Watchitt card.
Go back through the pipes. You'll find a Jawbus in the area and four doors above it. Blow up the brick blocks so you can reach them. Go through the middle left door and you'll find Shlurps, creatures with incredibly tough skin. No attack can defeat them from the outside. They'll eat anything and their insides are rather fragile. Place Boomer on the ground in front of them so he'll be eaten. He'll explode inside the Shlurp, defeating it. Flip and use Boomer on the floor where the brick blocks are so you can drop down. Flip for more coins, then drop down to where another Shlurp and the door are. Leave, then go through the left door. You'll find Spiny Goombas here. Blow up the floor on the left side to break the brick blocks, then drop down until you reach the switch. Hit it and the ground starts shaking. Exit through the door at the bottom and you'll find a new door on the far left, this time with a yellow border.
Go through the yellow door and flip. A large mansion looms in the background. You'll find a hole in the ground. Drop down it and open the chests for a Shlurp card and a Swooper card. You'll find Swoopers on the ceiling here. Spring back up and go to the right for the star.
Labels:
Boomer,
Gloam Valley,
Princess Peach,
Super Paper Mario,
Thoreau,
Tippi
Thursday, August 7, 2014
Super Paper Mario -- Chapter: 1-4 -- Monster of the Ruins
Somehow, Mario had found the strength to cross the desert's sweltering dunes. Ahead was a sprawling complex of ruins rising out of the sand. Thankful for the shade, Mario and Tippi ventured deeper inside. They were the very ruins Old Man Watchitt had warned them about. What dangers lurked inside the shady corridors ahead?
In the Yold Ruins, Tippi says the Pure Heart is nearby, but something else is waiting ahead. Go downstairs and through the door. You'll find Buzzy Beetles crawling on the floor and ceiling. There are fire bars ahead. Flip to get around them if they give you any trouble. Over one of them is an item block with a Mushroom. Stand on the item block, then go right. Drop down near the ladder to find a chest with a Life Shroom. Climb back up the ladder and drop down to the left, then walk to the right to the door.
Go past the fire bars and locked door and you'll find flip blocks in 3D under the floating door. Hit the flip blocks to make them flip into the other dimension, which gives you platforms to stand on. You can now reach the door. The door leads to a room with Spiny Tromps. Flip pasts them and you'll find a ladder leading to a chest with a Ruins Key. Go back through the door and unlock the locked door. There are Spiny Tromps in the next room, quicksand, as well as two doors. The lower one is locked. Flip into 3D to find a block to stand on so you can reach the top door. It leads to a room with a pipe spewing infinite Squiglets. Throw one at the switch on the ceiling and the ground shakes. Leave the room and go back over the quicksand, where you'll find a Ruins Key. Grab it with Thoreau and unlock the door.
The door leads to a room with a floating door. Use Tippi's power to reveal an invisible platform under the door, then go through it. The door leads to a room with fire bars, a locked door, and a key surrounded by blocks. Go near the blocks and flip to find that the key was in the back wall. Go to the right and flip and you'll find a path to a new room. There are a couple of Buzzy Beetles and a chest with the Buzzy Beetle card. Go back and unlock the door.
Spring up and left and you'll see a floating door. Flip and you'll find a ladder leading up. There is a switch up here. Hit it to make a big red switch appear and make many Spiny Tromps come out of the right wall. Run to the red switch and hit it to make the floor drop out, making the Spiny Tromps fall below. Drop down onto them and you can now reach the door.
Through the door are four red switches. Flip into 3D to figure out the order you need to hit them: middle right, left, right, middle left. This draws in a set of tall stairs. At the top is a Super Shroom and a Save Block next to a pipe.
Go through the pipe, which appears to take you outside into the desert. Run to the right and someone shouts, "WARNING!" A dragon is drawn in, detecting an intrusion. It tells Mario to leave immediately or be purged. It recognizes something about Mario and scans him and his red cap, blue overalls, and level 5 mustache. It says it's impossible, but searches its databanks. It identifies Mario as the legendary hero and introduces itself as Fracktail, defender of the Pure Heart from lawless intruders. Mario is late and Fracktail has waited thousands of years for him. It lets Mario pass and says the Pure Heart is ahead.
Someone says it won't be that easy. They say it's nice to meet Mario and his mustache. It is the master of dimensions and pleaser of crowds, Dimentio. Dimentio thinks it would be dull if Mario's journey ended so easily, so it now ends with magic. It zaps Fracktail's antenna, saying Mario and Fracktail can spend some quality time together, while Fracktail snacks on him. He leaves and Fracktail starts malfunctioning. "BEEEEEEEEEEEEEEEEP. I AM ERROR. PRESS ANY KEY TO RESTART. ...SYSTEM NOT FOUND. INSERT INSTALL DISC. DISCK NOT FOUND. PLEASE CONFIRM DISC COVER IS CLOSED. READ ERROR. INSERT BOOT DISC AND PRESS ENTER. NO RESPONSE. SYSTEM MAY BE BUSY OR MELTING INTO SLAG. APPLICATION ERROR. SAVE YOUR WORK AND QUIT. YOU LOST EVERYTHING. WAY TO GO, GENIUS. WAITING FOR PROCESSORS. '404 computer hamsters not found.' THREAT LEVEL UPGRADED TO JELLY ROLL 1. DETONATION IMMINENT. BEEBLEBLIP!
C:/ run query identification
C:/ run insult generator
C:/ results: go away yeti-lip!
CTRL ALT DEL!"
Fracktail attacks. It has an unknown amount of HP and 1 attack power. Fracktail will fly around for a while, then charge from the background. It will then fly to the right. After a while, the ground will start shaking and Fracktail will chomp through the sands from the right. Flip into 3D to dodge, then jump on its back. While there, Frackles, small robots on its back that protect it, will appear. Pick them up with Thoreau and throw them into the antenna, which is Fracktail's weak spot. Hit it a few times and Fracktail will fly faster, sending Mario along the length of its back. Its head is right behind its tail, so if you jump, you may be able to land back on the head and continue attacking. Otherwise, you'll land back on the ground and it will fly around again. When you defeat it, Fracktail says "SYSTEM CRASH!" Fracktail says it malfunctioned and tells the hero the error is its. It's sorry and its shame cycle is smoldering. Fracktail asks Mario to please save the world before exploding, revealing its skeleton. Mario lands on the ground and a door appears.
Go through the door to a quiet chamber. Go down the stairs and Merlumina welcomes Mario. She is a dormant soul who waited 1,500 years to give the hero the Pure Heart. She says his presence means that all worlds have begun to collapse. Merlumina says that long ago, her people build a civilization hailed as a beacon of culture. Unfortunately, they were powerless to stop the Dark Prognosticus, of which there is no known author. It foretold future events, and, on the last page, it was written that a chaotic power will devour the world. Her people knew it had to be stopped, so their greatest minds devised a grand plan to stop the tragedy before it happened. They needed something with the pure essence of love to confront the chaos, so the researchers created the Purity Heart and divided it into eight pieces. They hid the eight pieces in different dimensions for their own protection for when the hero arrived. Everything seemed to be going as planned, but the wheels of destiny began spinning wildly out of control, beginning with a small incident. It's a long story and Mario falls asleep. Merlumina concludes her story saying that they hope the Purity Heart will have the power to defeat chaos. To save the worlds, Mario must find the eight Pure Hears to form the Purity Heart, their last and only hope. She tells him to go forth and that everything is depending on him. She gives him the orange Pure Heart and Thoreau starts dancing.
End of Chapter
Before disappearing, Merlumina had entrusted Mario to save every world. She had waited 1,500 years to deliver the message to the legendary hero. With the second Pure Heart in hand, Mario was in great spirits. But six Pure Hearts still remained to be found, and the journey had just begun. With a flutter, Tippi said, "I think we'd better return to Flipside.." The weight of every world's fate once again rested on Mario's shoulders.
In the Yold Ruins, Tippi says the Pure Heart is nearby, but something else is waiting ahead. Go downstairs and through the door. You'll find Buzzy Beetles crawling on the floor and ceiling. There are fire bars ahead. Flip to get around them if they give you any trouble. Over one of them is an item block with a Mushroom. Stand on the item block, then go right. Drop down near the ladder to find a chest with a Life Shroom. Climb back up the ladder and drop down to the left, then walk to the right to the door.
Go past the fire bars and locked door and you'll find flip blocks in 3D under the floating door. Hit the flip blocks to make them flip into the other dimension, which gives you platforms to stand on. You can now reach the door. The door leads to a room with Spiny Tromps. Flip pasts them and you'll find a ladder leading to a chest with a Ruins Key. Go back through the door and unlock the locked door. There are Spiny Tromps in the next room, quicksand, as well as two doors. The lower one is locked. Flip into 3D to find a block to stand on so you can reach the top door. It leads to a room with a pipe spewing infinite Squiglets. Throw one at the switch on the ceiling and the ground shakes. Leave the room and go back over the quicksand, where you'll find a Ruins Key. Grab it with Thoreau and unlock the door.
The door leads to a room with a floating door. Use Tippi's power to reveal an invisible platform under the door, then go through it. The door leads to a room with fire bars, a locked door, and a key surrounded by blocks. Go near the blocks and flip to find that the key was in the back wall. Go to the right and flip and you'll find a path to a new room. There are a couple of Buzzy Beetles and a chest with the Buzzy Beetle card. Go back and unlock the door.
Spring up and left and you'll see a floating door. Flip and you'll find a ladder leading up. There is a switch up here. Hit it to make a big red switch appear and make many Spiny Tromps come out of the right wall. Run to the red switch and hit it to make the floor drop out, making the Spiny Tromps fall below. Drop down onto them and you can now reach the door.
Through the door are four red switches. Flip into 3D to figure out the order you need to hit them: middle right, left, right, middle left. This draws in a set of tall stairs. At the top is a Super Shroom and a Save Block next to a pipe.
Go through the pipe, which appears to take you outside into the desert. Run to the right and someone shouts, "WARNING!" A dragon is drawn in, detecting an intrusion. It tells Mario to leave immediately or be purged. It recognizes something about Mario and scans him and his red cap, blue overalls, and level 5 mustache. It says it's impossible, but searches its databanks. It identifies Mario as the legendary hero and introduces itself as Fracktail, defender of the Pure Heart from lawless intruders. Mario is late and Fracktail has waited thousands of years for him. It lets Mario pass and says the Pure Heart is ahead.
Someone says it won't be that easy. They say it's nice to meet Mario and his mustache. It is the master of dimensions and pleaser of crowds, Dimentio. Dimentio thinks it would be dull if Mario's journey ended so easily, so it now ends with magic. It zaps Fracktail's antenna, saying Mario and Fracktail can spend some quality time together, while Fracktail snacks on him. He leaves and Fracktail starts malfunctioning. "BEEEEEEEEEEEEEEEEP. I AM ERROR. PRESS ANY KEY TO RESTART. ...SYSTEM NOT FOUND. INSERT INSTALL DISC. DISCK NOT FOUND. PLEASE CONFIRM DISC COVER IS CLOSED. READ ERROR. INSERT BOOT DISC AND PRESS ENTER. NO RESPONSE. SYSTEM MAY BE BUSY OR MELTING INTO SLAG. APPLICATION ERROR. SAVE YOUR WORK AND QUIT. YOU LOST EVERYTHING. WAY TO GO, GENIUS. WAITING FOR PROCESSORS. '404 computer hamsters not found.' THREAT LEVEL UPGRADED TO JELLY ROLL 1. DETONATION IMMINENT. BEEBLEBLIP!
C:/ run query identification
C:/ run insult generator
C:/ results: go away yeti-lip!
CTRL ALT DEL!"
Fracktail attacks. It has an unknown amount of HP and 1 attack power. Fracktail will fly around for a while, then charge from the background. It will then fly to the right. After a while, the ground will start shaking and Fracktail will chomp through the sands from the right. Flip into 3D to dodge, then jump on its back. While there, Frackles, small robots on its back that protect it, will appear. Pick them up with Thoreau and throw them into the antenna, which is Fracktail's weak spot. Hit it a few times and Fracktail will fly faster, sending Mario along the length of its back. Its head is right behind its tail, so if you jump, you may be able to land back on the head and continue attacking. Otherwise, you'll land back on the ground and it will fly around again. When you defeat it, Fracktail says "SYSTEM CRASH!" Fracktail says it malfunctioned and tells the hero the error is its. It's sorry and its shame cycle is smoldering. Fracktail asks Mario to please save the world before exploding, revealing its skeleton. Mario lands on the ground and a door appears.
Go through the door to a quiet chamber. Go down the stairs and Merlumina welcomes Mario. She is a dormant soul who waited 1,500 years to give the hero the Pure Heart. She says his presence means that all worlds have begun to collapse. Merlumina says that long ago, her people build a civilization hailed as a beacon of culture. Unfortunately, they were powerless to stop the Dark Prognosticus, of which there is no known author. It foretold future events, and, on the last page, it was written that a chaotic power will devour the world. Her people knew it had to be stopped, so their greatest minds devised a grand plan to stop the tragedy before it happened. They needed something with the pure essence of love to confront the chaos, so the researchers created the Purity Heart and divided it into eight pieces. They hid the eight pieces in different dimensions for their own protection for when the hero arrived. Everything seemed to be going as planned, but the wheels of destiny began spinning wildly out of control, beginning with a small incident. It's a long story and Mario falls asleep. Merlumina concludes her story saying that they hope the Purity Heart will have the power to defeat chaos. To save the worlds, Mario must find the eight Pure Hears to form the Purity Heart, their last and only hope. She tells him to go forth and that everything is depending on him. She gives him the orange Pure Heart and Thoreau starts dancing.
End of Chapter
Before disappearing, Merlumina had entrusted Mario to save every world. She had waited 1,500 years to deliver the message to the legendary hero. With the second Pure Heart in hand, Mario was in great spirits. But six Pure Hearts still remained to be found, and the journey had just begun. With a flutter, Tippi said, "I think we'd better return to Flipside.." The weight of every world's fate once again rested on Mario's shoulders.
Labels:
Dark Prognosticus,
Dimentio,
Fracktail,
Key,
Merlumina,
Pure Heart,
Spiny Tromp,
Super Paper Mario,
Thoreau,
Tippi,
Yold Ruins
Wednesday, August 6, 2014
Super Paper Mario -- Chapter 1-3: The Sands of Yold
With a bold quiver of his magnificent mustache, Mario let loose a hearty sneeze. A single grain of sand had flown along the warm wind and tickled the hero's nose. It wasn't long before Mario and Tippi found the source of the sand: the Yold Desert. Along the endless, sunbaked expanse, Mario and Tippi continued their search...
In Yold Desert, Tippi says Old Man Watchitt mentioned that some ruins would be in the desert. She also says the Pure Heart is not far from here.
Go right until you get to the item blocks. Flip and hit the item blocks not in the front and you'll come across a Happy Flower and some Pal Pills. You'll also find a Speed Flower, which temporarily speeds up time. This allows you to earn triple points and coins, so take advantage of it while it lasts. It also speeds up the music while in effect. Farther to the right, you'll find an item block with a Zombie Shroom. It moves quickly and attacks you if you're in the way. Go past the red palm tree and you'll find quicksand. Keep moving to keep from drowning. There are small rocks that come to life called Bald Clefts. They have high defense, so attacking them will be difficult. You can pick them up and throw them into other enemies. You can stomp them if they flip over. Flip behind one of the rocks to find a Squig card. Ahead, you'll find a Jawbus, a dragon-like monster that paces around. Flip to get around it, then attack the glowing spot on its back, its weak point.
Go through the right door and you'll encounter Cherbils. The pink ones spew sleeping gas. If you're hit, shake the Wiimote quickly to recover and reduce the damage you take. You'll also encounter Goombas with dotted lines around them. Any enemy with dotted lines around them can flip between dimensions, so be careful. Flip at the tall rock in the area and you'll find it's an arrow pointing to another part of the area. The area has a cactus with writing saying to jump under the red palm tree ten times. Return to the red palm tree and jump under it ten times to make a door appear.
Go through that door and you'll find flipping platforms. Next to the wall where the platforms drop you is an item block with another Zombie Shroom. Farther to the right is a large pool of quicksand. Flip into 3D to find a narrow ledge to cross the quicksand. On the other side, you'll find Spiky Goombas. Don't pick them up and don't jump on them. Just ignore them for now, unless you have an item. You'll find a spring that leads to a switch almost entirely encased in blocks. Use Thoreau to hit it and more flipping platforms will appear. To the right is an item block with a Mushroom. Cross another pool of quicksand and you'll find a Save Block and door at the end. Flip and jump on the Save Block so you can reach the blocks above it. To the left is a pipe. It leads to an area with many item blocks. Flip into 3D to find more. One of them has a Super Shroom, which restores 20 HP. Go back through the pipe, then through the door.
Someone says, "GRAH-GOOGLY! You're the lad sticking his 'stachiy in me boss's business!" It's O'Chunks, who drops in, then makes the door disappear. Tippi asks if he's one of Count Bleck's thugs, but he says he's no common thug. He's the thug for the count of counts. According to him, Mario is about to feel some hammage, rather damage. Mario's a goner. Tippi asks if he knows what Count Bleck is trying to do and O'Chunks answers that he's trying to bring back order to the world. An enemy of Bleck is his enemy. Tippi says that O'Chunks is scarier that other enemies, so Mario might want to use her power to investigate. He has 20 HP and 1 attack. If Mario gets too close, O'Chunks will pick him up and swing him around, then do a victory dance. Pick him up with Thoreau and throw him to stun him briefly. Hit him once, then get out of the way until you can pick him up again. After hitting him repeatedly, he'll says he's chunked. His chunks failed him and he got pummeled, while Mario barely broke a sweat. He asks what kind of strange man Mario is. Tippi says he's the legendary hero, Mario. O'Chunks mishears it as "Maria" and says it's an odd name, but he'll remember it. Tippi tries to correct him, but he still calls him "Maria" and says if he looked like a toddler, so he went easy on him. Mario made the effort, so he'll consider it a tie. He tells Mario to get chunks for next time and wax his bonny 'stache. He lifts off with a gas cloud. Tippi had difficulty understanding what O'Chunks said. The door reappears, so go through it.
Through the door, you'll find Ice Cherbils, who spew freeze gas. Behind a rock is a Ghost Shroom, an item you can pick up. It will follow you around when you use it and attack enemies. Climb up the left platforms to reach a door. There's a sign on the statue saying to stand on a blue platform and press (-) and (1) at the same time to make something interesting happen. You have to flip around to read the rest of the sign. Go back, then walk to the right. Use the spring to reach some yellow moving platforms which take you to a door. Go through it and you'll see many columns. At the end is a blue pedestal. Press the buttons and the ground starts shaking. The entrance to the ruins starts scrambling until it reveals the star at the end of the level.
In Yold Desert, Tippi says Old Man Watchitt mentioned that some ruins would be in the desert. She also says the Pure Heart is not far from here.
Go right until you get to the item blocks. Flip and hit the item blocks not in the front and you'll come across a Happy Flower and some Pal Pills. You'll also find a Speed Flower, which temporarily speeds up time. This allows you to earn triple points and coins, so take advantage of it while it lasts. It also speeds up the music while in effect. Farther to the right, you'll find an item block with a Zombie Shroom. It moves quickly and attacks you if you're in the way. Go past the red palm tree and you'll find quicksand. Keep moving to keep from drowning. There are small rocks that come to life called Bald Clefts. They have high defense, so attacking them will be difficult. You can pick them up and throw them into other enemies. You can stomp them if they flip over. Flip behind one of the rocks to find a Squig card. Ahead, you'll find a Jawbus, a dragon-like monster that paces around. Flip to get around it, then attack the glowing spot on its back, its weak point.
Go through the right door and you'll encounter Cherbils. The pink ones spew sleeping gas. If you're hit, shake the Wiimote quickly to recover and reduce the damage you take. You'll also encounter Goombas with dotted lines around them. Any enemy with dotted lines around them can flip between dimensions, so be careful. Flip at the tall rock in the area and you'll find it's an arrow pointing to another part of the area. The area has a cactus with writing saying to jump under the red palm tree ten times. Return to the red palm tree and jump under it ten times to make a door appear.
Go through that door and you'll find flipping platforms. Next to the wall where the platforms drop you is an item block with another Zombie Shroom. Farther to the right is a large pool of quicksand. Flip into 3D to find a narrow ledge to cross the quicksand. On the other side, you'll find Spiky Goombas. Don't pick them up and don't jump on them. Just ignore them for now, unless you have an item. You'll find a spring that leads to a switch almost entirely encased in blocks. Use Thoreau to hit it and more flipping platforms will appear. To the right is an item block with a Mushroom. Cross another pool of quicksand and you'll find a Save Block and door at the end. Flip and jump on the Save Block so you can reach the blocks above it. To the left is a pipe. It leads to an area with many item blocks. Flip into 3D to find more. One of them has a Super Shroom, which restores 20 HP. Go back through the pipe, then through the door.
Someone says, "GRAH-GOOGLY! You're the lad sticking his 'stachiy in me boss's business!" It's O'Chunks, who drops in, then makes the door disappear. Tippi asks if he's one of Count Bleck's thugs, but he says he's no common thug. He's the thug for the count of counts. According to him, Mario is about to feel some hammage, rather damage. Mario's a goner. Tippi asks if he knows what Count Bleck is trying to do and O'Chunks answers that he's trying to bring back order to the world. An enemy of Bleck is his enemy. Tippi says that O'Chunks is scarier that other enemies, so Mario might want to use her power to investigate. He has 20 HP and 1 attack. If Mario gets too close, O'Chunks will pick him up and swing him around, then do a victory dance. Pick him up with Thoreau and throw him to stun him briefly. Hit him once, then get out of the way until you can pick him up again. After hitting him repeatedly, he'll says he's chunked. His chunks failed him and he got pummeled, while Mario barely broke a sweat. He asks what kind of strange man Mario is. Tippi says he's the legendary hero, Mario. O'Chunks mishears it as "Maria" and says it's an odd name, but he'll remember it. Tippi tries to correct him, but he still calls him "Maria" and says if he looked like a toddler, so he went easy on him. Mario made the effort, so he'll consider it a tie. He tells Mario to get chunks for next time and wax his bonny 'stache. He lifts off with a gas cloud. Tippi had difficulty understanding what O'Chunks said. The door reappears, so go through it.
Through the door, you'll find Ice Cherbils, who spew freeze gas. Behind a rock is a Ghost Shroom, an item you can pick up. It will follow you around when you use it and attack enemies. Climb up the left platforms to reach a door. There's a sign on the statue saying to stand on a blue platform and press (-) and (1) at the same time to make something interesting happen. You have to flip around to read the rest of the sign. Go back, then walk to the right. Use the spring to reach some yellow moving platforms which take you to a door. Go through it and you'll see many columns. At the end is a blue pedestal. Press the buttons and the ground starts shaking. The entrance to the ruins starts scrambling until it reveals the star at the end of the level.
Labels:
Ghost Shroom,
Jawbus,
O'Chunks,
Super Paper Mario,
Thoreau,
Tippi,
Yold Desert,
Zombie Shroom
Tuesday, August 5, 2014
Super Paper Mario -- Chapter 1-2: Afoot in the Foothills
And so Mario came to learn the stupendous ability of flipping between dimensions. But there was no time to celebrate: Mario still had a Pure Heart to find. The trail ahead was overrun by savage beasts. "Follow me," Tippi said, as she flew toward the mountain that loomed ahead. The Pure Heart was hidden somewhere on the other side.
Mario and Tippi find themselves on Mount Lineland. Tipp says the Pure Heart is beyond the mountain, still far away. She says Mario will need to put this new skill to use. There are Koopas and Paratroopas here. Flip into 3D and go behind the hill. You'll find a chest with a Paratroopa card and a door. Ignore the door and go back to the left. Climb to the top of the hill and use the flipping platforms to reach the other tall hill to the right. There's a blue switch blocked by a hill. Flip so you can reach it and hit it. Another hill will be drawn in, so you can reach the flipping platforms at the top. Go through the door and you'll find a hill too high to climb past a gap. Flip and you'll find some item blocks to stand on, so you can jump up. At the top are some item blocks. Flip into 3D before you hit them for more coins. Stand on them to reach the blocks above. Run along the blocks in 3D to find a brick block with a ladder. It leads to clouds with coins. Drop down and you'll find Spiny Tromps rolling down the hill. You can't jump over them and they're invincible, so flip into 3D to avoid them. At the top of the hill is a door.
The door leads to an area with a pipe and a large gap. The sign near the pipe says the bridge is closed. The pipe leads to the background, where a house is. Go inside and you'll see water appearing from nowhere. Go upstairs and flip and you'll see a man dressed in red on the bed, freaking out. He's happy that Mario can see him. He's been freaking out for days because he rolled out of the wrong side of the bed and realized he was stuck in a parallel dimension where no one could hear or see him. Then, suddenly, Mario blipped in out of thin air. He wants to hitch a ride with Mario when he flips back to 2D. Flip back and he's back to normal and says 3D freaked him out. His name is Red and wants to repay Mario for bringing him back to 2D. Tippi mentions that they need to cross the chasm. Red says the area is called Impasse Pass and he only lets a few people cross the bridge. In light of Mario saving him, he'll ask Mario a question and allow him to pass. What is the most manly color in the entire universe: red, green, or both? Answer red and he'll say that was the correct answer and that they see eye-to-eye on fashion. He throws the switch and a simple bridge is drawn in.
Go back to the foreground and cross the bridge into Yold Town. There's an item block with a Mushroom if you need to heal. It gave me the points I needed to level up, so Mario's attack increased by 1. In the center of town are four blocks arranged in a square. Stand on them to reach the roofs of the buildings. On top of a roof is a Boomboxer card. Drop down to those blocks and flip to find a pipe. Go through it and you'll find many coins. Flip before collecting any of them and you'll find many more. Collect the ones in the back rows first. If you have to flip back, any coins behind the first row will disappear if you've collected the coins in the first row.
Enter the middle right building. It seems empty, besides a screen. Behind the screen, you can see something. Flip and go behind the screen for a pipe. There are many Thwomps down here. Flip to go past them easily and go through the door. It leads to an empty room, but there's a star on the wall. Use Tippi's power to reveal an invisible door. Go through it and the door will be barred. There's a large chest in the room. Open the chest and funky music starts playing. Someone says, "Sweet freedom!" He's a creature with a square face and five circles above it. It says it has been set free by the legendary hero. He expressed concern when the ancients stuffed him in the chest 1,500 years ago, but his fears are unfounded because the hero arrived. He's a Pixl named Thoreau, and isn't familiar with Tippi. He inquires if she is a newer model. Thoreau's waited ages to lend his skill to the hero and begs Mario to take him along. He allows Mario to pick up objects and enemies, as long as they're not spiky, and throw them. Mario can throw things while jumping. Press (1) to pick up an object, then press (1) again to throw it. Mario asks what (1) is and Thoreau explains that the great being watching them knows. On the other side of the chest is a red block. Pick it up, run, jump, and throw it at the blue switch on the ceiling to the left. This will remove the bars on the door.
Return to Yold Town and go into the house on the right. This house belongs to the elder, Old Man Watchitt. He's a little crotchety. He asks why Mario is here and Tippi explains they want to pass through Yold Town. He says there's nothing beyond Yold Town besides desert and treasure. He won't let them pass through to keep the treasure safe. Mario explains that he is the legendary hero, but Watchitt says the legendary hero would have a Pixl shaped like a hand. He says he knew all along that Mario was the hero. He calls a man named Green on his phone. He says to let Mario across the bridge. He warns Mario to look out for the ruins, as he'll find the treasure and nasty beasts there.
Leave his house and walk to the right. Take the pipe to the background and go into Green's house. Go upstairs and flip behind the bed for a Red and Green card. Talk to Green in 2D and he'll say that Watchitt told him to make the bridge appear for the hero. He throws the switch and an elaborate bridge is drawn in. He asks which color is better: red or green? You can answer "Both" as an option as well, but all of them will get you thrown out of Green's house. Cross the bridge in 2D (it doesn't exist in 3D) to reach the star that ends the chapter.
Mario and Tippi find themselves on Mount Lineland. Tipp says the Pure Heart is beyond the mountain, still far away. She says Mario will need to put this new skill to use. There are Koopas and Paratroopas here. Flip into 3D and go behind the hill. You'll find a chest with a Paratroopa card and a door. Ignore the door and go back to the left. Climb to the top of the hill and use the flipping platforms to reach the other tall hill to the right. There's a blue switch blocked by a hill. Flip so you can reach it and hit it. Another hill will be drawn in, so you can reach the flipping platforms at the top. Go through the door and you'll find a hill too high to climb past a gap. Flip and you'll find some item blocks to stand on, so you can jump up. At the top are some item blocks. Flip into 3D before you hit them for more coins. Stand on them to reach the blocks above. Run along the blocks in 3D to find a brick block with a ladder. It leads to clouds with coins. Drop down and you'll find Spiny Tromps rolling down the hill. You can't jump over them and they're invincible, so flip into 3D to avoid them. At the top of the hill is a door.
The door leads to an area with a pipe and a large gap. The sign near the pipe says the bridge is closed. The pipe leads to the background, where a house is. Go inside and you'll see water appearing from nowhere. Go upstairs and flip and you'll see a man dressed in red on the bed, freaking out. He's happy that Mario can see him. He's been freaking out for days because he rolled out of the wrong side of the bed and realized he was stuck in a parallel dimension where no one could hear or see him. Then, suddenly, Mario blipped in out of thin air. He wants to hitch a ride with Mario when he flips back to 2D. Flip back and he's back to normal and says 3D freaked him out. His name is Red and wants to repay Mario for bringing him back to 2D. Tippi mentions that they need to cross the chasm. Red says the area is called Impasse Pass and he only lets a few people cross the bridge. In light of Mario saving him, he'll ask Mario a question and allow him to pass. What is the most manly color in the entire universe: red, green, or both? Answer red and he'll say that was the correct answer and that they see eye-to-eye on fashion. He throws the switch and a simple bridge is drawn in.
Go back to the foreground and cross the bridge into Yold Town. There's an item block with a Mushroom if you need to heal. It gave me the points I needed to level up, so Mario's attack increased by 1. In the center of town are four blocks arranged in a square. Stand on them to reach the roofs of the buildings. On top of a roof is a Boomboxer card. Drop down to those blocks and flip to find a pipe. Go through it and you'll find many coins. Flip before collecting any of them and you'll find many more. Collect the ones in the back rows first. If you have to flip back, any coins behind the first row will disappear if you've collected the coins in the first row.
Enter the middle right building. It seems empty, besides a screen. Behind the screen, you can see something. Flip and go behind the screen for a pipe. There are many Thwomps down here. Flip to go past them easily and go through the door. It leads to an empty room, but there's a star on the wall. Use Tippi's power to reveal an invisible door. Go through it and the door will be barred. There's a large chest in the room. Open the chest and funky music starts playing. Someone says, "Sweet freedom!" He's a creature with a square face and five circles above it. It says it has been set free by the legendary hero. He expressed concern when the ancients stuffed him in the chest 1,500 years ago, but his fears are unfounded because the hero arrived. He's a Pixl named Thoreau, and isn't familiar with Tippi. He inquires if she is a newer model. Thoreau's waited ages to lend his skill to the hero and begs Mario to take him along. He allows Mario to pick up objects and enemies, as long as they're not spiky, and throw them. Mario can throw things while jumping. Press (1) to pick up an object, then press (1) again to throw it. Mario asks what (1) is and Thoreau explains that the great being watching them knows. On the other side of the chest is a red block. Pick it up, run, jump, and throw it at the blue switch on the ceiling to the left. This will remove the bars on the door.
Return to Yold Town and go into the house on the right. This house belongs to the elder, Old Man Watchitt. He's a little crotchety. He asks why Mario is here and Tippi explains they want to pass through Yold Town. He says there's nothing beyond Yold Town besides desert and treasure. He won't let them pass through to keep the treasure safe. Mario explains that he is the legendary hero, but Watchitt says the legendary hero would have a Pixl shaped like a hand. He says he knew all along that Mario was the hero. He calls a man named Green on his phone. He says to let Mario across the bridge. He warns Mario to look out for the ruins, as he'll find the treasure and nasty beasts there.
Leave his house and walk to the right. Take the pipe to the background and go into Green's house. Go upstairs and flip behind the bed for a Red and Green card. Talk to Green in 2D and he'll say that Watchitt told him to make the bridge appear for the hero. He throws the switch and an elaborate bridge is drawn in. He asks which color is better: red or green? You can answer "Both" as an option as well, but all of them will get you thrown out of Green's house. Cross the bridge in 2D (it doesn't exist in 3D) to reach the star that ends the chapter.
Labels:
Spiny Tromp,
Super Paper Mario,
Thoreau,
Thwomp,
Tippi,
Yold Mountain,
Yold Town
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