On the second day of the train ride, Heff T. announces that he's friends with Chef Shimi. Zip Toad's not in his room. The Ratooey businessman is in Pennington's cabin. Pennington says they have a new case: the Ratooey's briefcase is missing. He had it when he boarded the train, but it was gone when he woke up this morning. It contained the contracts for his company's next deal and a prototype of their product. At the minimum, he may lose his job if he doesn't recover the briefcase. The most vital piece of information is that the new product is Nitro Honey Syrup. If used properly, it can raise the dead. Perhaps they can use it on Ghost T. If Nitro Honey Syrup is mixed with seashell calcium and gold, the results are explosive. The blast will immobilize everyone in a sticky, yummy shellac, which means bad things will happen if the product gets into the wrong hands. Because the train hasn't stopped since it left Rogueport, Pennington deduces the obvious: the thief is still on the train. Pennington asks if Mario has checked with the waitress and Toodles, the Toad in 002. They both lost something and if the person who stole their things also has the Nitro Honey Syrup, they can carry out the threat. Pennington tells Mario to find the thief before the plan can be put into effect.
Leave Pennington's cabin and talk to the waitress. She says that Zip Toad came to last night's dinner, but he looks cuter on the big screen. Go to Zip Toad's cabin, 001, and you'll find a note on the floor. This is the Vital Paper. Take it to Pennington. The Ratooey says it's a contract for his business deal. It's an important clue and Pennington says he suspected Zip Toad for a while. He hasn't seen him for a while, so he may be hiding. Pennington says to find him.
Go to Mario's cabin and you'll find a note on the floor. It's another document from the Ratooey's briefcase. Hide in the shadows with Vivian and Zip Toad will peek out from behind the couch. Talk to him and he's says he won't be caught. He starts hopping around the room, but gets hurt when he hops from the windowsill.
Dusk falls and Pennington and the Ratooey are in Mario's cabin. Pennington accuses Zip Toad of stealing to aid his plan. Pennington knew he wasn't really Zip Toad because of a discolored nose hair. The thief says he would have gotten away with it if he got off the train at Riverside Station. Pennington tells him no one escapes his improbably large brain. Mario gets the stolen items: the Briefcase, the Shell Earrings, and the Gold Ring. Give the briefcase to the Ratooey, who is very thankful. Pennington says a disaster was thwarted by rudimentary deductions.
An announcement comes on, saying that the train will stop at Riverside Station to refuel. When the train stops, the thief calls Pennington "slick" and says that Beldame will flip if he is detained. He reveals himself to be Doopliss, saying the disguise is a means to an end. The plan for a sticky mess didn't work out, so he leaving, and the rest is up to Beldam.
Return the items to their rightful owners and you'll get 30 coins from Toodles and a Star Piece from the waitress. The exit is near cabin 001.
Outside, you'll see the drawbridge is up. A river used to flow under the bridge, but it dried up. The train can't leave the station. One of the staff says that a shadowy person in a hat went into the station. He says the switch for the drawbridge isn't used frequently anymore, so no one knows where it is. He gives Mario the Station Key and asks him to throw the switch. Open the door to the station and go inside.
It's quiet inside. There's a badge high up, but there's no way to reach it. There's also an elevator that needs a key to operate. Go east and roll under the partly raised gate to reach a switch to the right. Some stairs appear, so go upstairs and through the door at the top. There are some enemies here. They're Ruff Puffs, with 7 HP and 4 attack. They can swoop to attack or build up an electrical charge. If you hit it when it's charged, you'll take damage. Defeat all of them, then go upstairs. There's a platforming challenge of spinning gears. Not every gear will lock into place after a platform rotates level with the stairs. You'll want to jump to the yellow gear, then the green, then pink, back to green, then blue to reach the other side. There are many rotating parts here. Stand on the spinning yellow gear, then jump up to a spinning area to the right, when an area comes rotates into view. Jump to a gear to the right, then use Koops to get the Station Key when the gate rises out of the way. Leave, then unlock the door to the east.
The door leads to the outside. Hit the invisible block over the used item block for a Thunder Rage. There are Poison Pokeys out here. They have 8 HP and 4 attack. They can fall on their target, hit a segment at their target, and summon reinforcements. They can poison you if you don't guard correctly. Roll under the stairs at the top to the left for the HP Plus badge. Drop down and walk to the right for a Shine Sprite. Walk to the far left and use Flurrie to blow away the old posters, revealing a door. You'll find Spiky Parabuzzies in here. Roll down the hill to the left to enter a maze. Drop down, then roll to the right and jump over the gap. Fall through hole and roll left for the P-Up, D-Down badge. You'll fall into a bin with a Dried Shroom. Go through the front door.
It leads to a room with a key you can't reach. Go west into an area with the station's files. There are Goombas here. Defeat them all to reveal 3 switches on the floor, each with a number. Hit them that many times to reveal a staircase. Go up the stairs and use Koops to get a Shine Sprite. Go east at the top of the stairs. The room contains a large chest with the Ultra Boots. Toadette appears, saying these boots increase jump attack power and allow him to perform a new move called the Spring Jump. Hold (A) while rotating the Control Stick repeatedly and Mario will fold up many times. Release (A) to for a giant jump that allows him to reach new areas and grab pipes. When Mario's holding onto a pipe, press (B) to let go. He can use this move in battle. Line up with the trail of water from the leaky pipes on the right side to reach the pipe with a Spring Jump. Cross over the boxes and flip sideways to drop through the grate. This will take you back to the room with the key. Climb up on the boxes and cross the gap in front of the door with Yoshi. Spring jump to the pipe above and drop into the fenced-in area. Hit the platform with the key with a Spring Jump from below to knock it off the platform. Get the Elevator Key and climb out of the fenced-in area using the pipe.
Go back to the room with the elevator and hit the platform with the badge with a Spring Jump. The badge is the Close Call P badge. Activate the elevator with the key and go down into the basement. There are many creatures in the basement, but Mario's ally doesn't know what they are. They may have flipped the switch. Use the Spin Hammer move to clear them out, and, after a few times, they'll clear out, revealing a lever. Move it to reveal a switch and some stairs. Hit that switch to make the drawbridge lower. Take the elevator up and board the train. There's an announcement saying the next stop is Poshley Heights. Save and go to sleep.
Showing posts with label Ultra Boots. Show all posts
Showing posts with label Ultra Boots. Show all posts
Friday, July 18, 2014
Monday, June 2, 2014
Paper Mario: Interlude After Chapter 6
In her castle, Peach wants to try out the Sneaky Parasol she received from the 64th Trivia Quiz-Off. She might be able to escape with it. Hit the switch on the wall and leave the room. On this floor, the guards are not patrolling. Walk up the right staircase and press (B) while facing a Koopatrol guarding the door. On this side, he can't see you. Peach will transform into a Koopatrol. Talk to the Koopatrol and he'll let you pass. Go to the top of the stairs and talk to the guard at the door. He says the guard who was supposed to relieve him hasn't shown up. The guard is a Clubba. He asks for you to find them and send them here. He gives you the key so you can find the Clubba outside the castle. Before you go get him, go into the library. Talk to the Hammer Bro at the far end who's staring at the bookshelf. He's looking for a book, but not the one you're thinking of. To get you to go away, he'll give you a Shooting Star. Take it and the Jammin' Jelly from the Trivia Quiz-Off to the mysterious chest.
In the foyer, a couple of Koopatrols are chatting. One says that Kammy Koopa's building something over Peach's Castle. He thinks it might be a weapon to defeat Mario. Go downstairs and unlock the door. This leads outside Peach's Castle. There's another door, but it's locked from the other side, so there's no escape into Bowser's Castle. There's a Clubba sleeping here. Press (B) to turn back into Peach, then transform into the Clubba. Return to the top of the stairs and relieve the Koopatrol on duty. He's not too pleased. Go through the door, through the hallway with the broken window, through another door, and up the stairs. Go through the door at the top of the stairs and you'll reach the roof. The guards say you can't be up there, but it's too late for that. Walk to the left and Kammy Koopa will appear. She says that everything's ready and that they'll still be alright even if Mario shows up with all of the Star Spirits. It sounds like she has a contingency plan in place. She says it pays to expect the worst. She looks at Peach and says the Clubba is doing a fine job. She does a double take and thinks something's weird. The Clubba smells too nice. With some magic, she reveals that the Clubba is really Peach in disguise. She has the guards take her back to her room, without questioning how she was disguised.
Back in Flower Fields, the Star Spirit, Klevar, thanks Mario for saving him and Flower Fields. Now that Huff N. Puff is gone, the flowers can live in peace. They never would've seen light with out him. Now there's only on more Star Spirit to save. He powers up Mario with more Star Energy and a new attack, Time Out. It stops time and enemies. Klevar warns Mario to not be overconfident as Bowser also has power. There are even stronger enemies ahead, but everyone's depending on him. Klevar hopes their powers help. Klevar leaves for Star Haven.
Wise Wisterwood says Flower Fields is beautiful again. He thanks Mario, saying it was worth living so long to meet a man of his stature. He tells Mario to come see him again. Lakilulu is nearby. If Lakilester isn't by your side when you talk to her, she'll say that Lakilester acts tough, but is a pushover. Return to Toad Town.
While in Toad Town, I decided to challenge the Anti Guy in Shy Guy's Toy Box. He has 50 HP and 10 attack power. He has 12 attack power when he does an acrobatic attack. Have one or two defense increasing badges on. Use Power Bounce and Bow's Fan Smack to deal with him quickly. He'll give you 12 SP. The chest he guarded contains a Power Plus badge.
Koopa Koot has a few more favors to ask. First, a friend of his has a package for him. He's a Boo in Gusty Gulch. Since the Boos look very much alike, it's the one near the Save Block. You'll have to wait for it, so go talk to the other Boos. You'll learn about a pretty Boo named Victoria that was eaten by Tubba Blubba. She's back now and several Boos are vying for her attention. Talk to the Boo by the Save Block to get the package. Deliver it for one coin. Next, he wants a Coconut. Go to Lavalava Island and hit a tree with Coconuts to make one fall. Deliver it for one coin. Next, he wants a Red Jar. You have to go to Dry Dry Outpost and buy items in a specific order. He knows the order is Dusty Hammer, Dried Pasta, Dusty Hammer, and something else. The last item is a Dried Shroom. Li'l Mouser says that the order is a secret sign in an ancient will. He's required to give you the Red Jar. This time, Koopa Koot will give you 3 Star Pieces.
Return to Toad Town and talk to Merlon. There's a Ninji in his house. He's from Starborn Valley in the Shiver Region to the north. He says Merle has news for him. Merlon says that Merle is his son and whatever he has to say must be important. Somewhere underground is a pipe to Shiver City, which is near Starborn Valley. The Ninji goes on ahead to open the path for Mario.
Go into the Toad Town Tunnels. Drop down and cross the water with Sushie. Go east and cross the spikes with Lakilester to reach a pipe. Go through the pipe to an area with some Spinies. Walk around the area to the left and break the stone block. Go west to an area with Dark Koopas and blocks you can't reach. Go west again and hit a brick block so you can reach a spring. Spring to the left to reach a large chest. It contains the Ultra Boots. Mario's jump power increases and he can now perform Tornado Jumps. Press (A) to jump and press (A) again in midair. They allow Mario to jump a little higher. You can now hit blocks you couldn't previously. Hit the brick block on this side to reach the spring. Return east and hit the blocks near the back wall for coins. There's an invisible block in the middle with a Life Shroom.
Before you go in search of the pipe to Shiver City, return to where you enter the tunnels and go west twice. Take the pipe in the room to reach an area with platforms that act as a balance. Take the pipe to a room with metal blocks. Break them to reach a Super Block. I upgraded Lakilester. Return east, then cross the gap using the platforms to reach a doorway. Go through it and have Parakarry carry you across the gaps to reach a Star Piece.
Go back to the room with the spikes and go east. There are many invisible blocks here in a line. Hit them to make them appear, then jump on them to the other side. There's a blue door here that the Ninji has unlocked. The door leads to a pipe. The pipe leads to a part of the tunnel that's iced over. To the left is a Super Block. I upgraded Parakarry. Go upstairs to reach a pipe that starts the next chapter.
In the foyer, a couple of Koopatrols are chatting. One says that Kammy Koopa's building something over Peach's Castle. He thinks it might be a weapon to defeat Mario. Go downstairs and unlock the door. This leads outside Peach's Castle. There's another door, but it's locked from the other side, so there's no escape into Bowser's Castle. There's a Clubba sleeping here. Press (B) to turn back into Peach, then transform into the Clubba. Return to the top of the stairs and relieve the Koopatrol on duty. He's not too pleased. Go through the door, through the hallway with the broken window, through another door, and up the stairs. Go through the door at the top of the stairs and you'll reach the roof. The guards say you can't be up there, but it's too late for that. Walk to the left and Kammy Koopa will appear. She says that everything's ready and that they'll still be alright even if Mario shows up with all of the Star Spirits. It sounds like she has a contingency plan in place. She says it pays to expect the worst. She looks at Peach and says the Clubba is doing a fine job. She does a double take and thinks something's weird. The Clubba smells too nice. With some magic, she reveals that the Clubba is really Peach in disguise. She has the guards take her back to her room, without questioning how she was disguised.
Back in Flower Fields, the Star Spirit, Klevar, thanks Mario for saving him and Flower Fields. Now that Huff N. Puff is gone, the flowers can live in peace. They never would've seen light with out him. Now there's only on more Star Spirit to save. He powers up Mario with more Star Energy and a new attack, Time Out. It stops time and enemies. Klevar warns Mario to not be overconfident as Bowser also has power. There are even stronger enemies ahead, but everyone's depending on him. Klevar hopes their powers help. Klevar leaves for Star Haven.
Wise Wisterwood says Flower Fields is beautiful again. He thanks Mario, saying it was worth living so long to meet a man of his stature. He tells Mario to come see him again. Lakilulu is nearby. If Lakilester isn't by your side when you talk to her, she'll say that Lakilester acts tough, but is a pushover. Return to Toad Town.
While in Toad Town, I decided to challenge the Anti Guy in Shy Guy's Toy Box. He has 50 HP and 10 attack power. He has 12 attack power when he does an acrobatic attack. Have one or two defense increasing badges on. Use Power Bounce and Bow's Fan Smack to deal with him quickly. He'll give you 12 SP. The chest he guarded contains a Power Plus badge.
Koopa Koot has a few more favors to ask. First, a friend of his has a package for him. He's a Boo in Gusty Gulch. Since the Boos look very much alike, it's the one near the Save Block. You'll have to wait for it, so go talk to the other Boos. You'll learn about a pretty Boo named Victoria that was eaten by Tubba Blubba. She's back now and several Boos are vying for her attention. Talk to the Boo by the Save Block to get the package. Deliver it for one coin. Next, he wants a Coconut. Go to Lavalava Island and hit a tree with Coconuts to make one fall. Deliver it for one coin. Next, he wants a Red Jar. You have to go to Dry Dry Outpost and buy items in a specific order. He knows the order is Dusty Hammer, Dried Pasta, Dusty Hammer, and something else. The last item is a Dried Shroom. Li'l Mouser says that the order is a secret sign in an ancient will. He's required to give you the Red Jar. This time, Koopa Koot will give you 3 Star Pieces.
Return to Toad Town and talk to Merlon. There's a Ninji in his house. He's from Starborn Valley in the Shiver Region to the north. He says Merle has news for him. Merlon says that Merle is his son and whatever he has to say must be important. Somewhere underground is a pipe to Shiver City, which is near Starborn Valley. The Ninji goes on ahead to open the path for Mario.
Go into the Toad Town Tunnels. Drop down and cross the water with Sushie. Go east and cross the spikes with Lakilester to reach a pipe. Go through the pipe to an area with some Spinies. Walk around the area to the left and break the stone block. Go west to an area with Dark Koopas and blocks you can't reach. Go west again and hit a brick block so you can reach a spring. Spring to the left to reach a large chest. It contains the Ultra Boots. Mario's jump power increases and he can now perform Tornado Jumps. Press (A) to jump and press (A) again in midair. They allow Mario to jump a little higher. You can now hit blocks you couldn't previously. Hit the brick block on this side to reach the spring. Return east and hit the blocks near the back wall for coins. There's an invisible block in the middle with a Life Shroom.
Before you go in search of the pipe to Shiver City, return to where you enter the tunnels and go west twice. Take the pipe in the room to reach an area with platforms that act as a balance. Take the pipe to a room with metal blocks. Break them to reach a Super Block. I upgraded Lakilester. Return east, then cross the gap using the platforms to reach a doorway. Go through it and have Parakarry carry you across the gaps to reach a Star Piece.
Go back to the room with the spikes and go east. There are many invisible blocks here in a line. Hit them to make them appear, then jump on them to the other side. There's a blue door here that the Ninji has unlocked. The door leads to a pipe. The pipe leads to a part of the tunnel that's iced over. To the left is a Super Block. I upgraded Parakarry. Go upstairs to reach a pipe that starts the next chapter.
Subscribe to:
Posts (Atom)