Mario and friends kept up their search, delving ever deeper into the mansion. Wherever they looked, though, they found no sign of Merlee. Where was this mysterious woman? "Ah, maybe... this way..." So said Tippi, trying to sense the Pure Heart's location... With dread dangling like a broken chandelier, our heroes hurried through corridors...
In this part of the mansion, you'll find a vase on an item block. Tippi says it probably cost no more than 100 coins. Hit the block or try to jump on the item block and the vase will fall to the floor and break. Mimi runs into the room, saying they broke her favorite vase. She calls them doofuses and says she loved that vase more than anything. She will make them pay for it or they're done for. It costs 1 million Rubees. Tippi says they don't have Rubees and asks if they're similar to coins. Mimi calls them peasants, as no one uses coins anymore, according to her. If they don't have Rubees, they'll have to work off their debt and she now owns them. They can earn Rubees in the generator room on the top floor. They can pay off their debt in the room on the first floor, as well as check their debt balance.
Go upstairs and flip on the right side. Use Boomer on the brick blocks in the wall to find a chest with a Boo card. Use Peach to float to the left, flip, and follow the arrow to the left to a large chest. Someone asks if they know the secret. The funky Pixl music starts playing and a triangular Pixl appears. It's divided into three sections, which periodically flip around, and it talks like a cowboy. It knows the secret: if you close your eyes and imagine the world's gone, it's the biggest thrill ever. He senses that they're the heroes, but they're lacking in thrills. He can't lend his power to anyone lacking in thrills, so he'll recharge their thrill gauge in ten seconds. He counts, "One, two, three, five, four, seventeen, 3.14, 1 marzillion, ten!" He says that Pixls have loads of power, so the heroes must be careful with them. The Pixls had a dustup with the ancients 2,000 years ago, but they're partners now. The Pixl named Slim is now your pard. Slim allows you to turn sideways to avoid traps and enemies. You won't take damage as long as you're standing still. He says playing hide-and-seeks is the best thrill ever.
Now, what you're supposed to do is go up to the third floor, through the right door. This is the generator room, where you jump to hit a block to generate electricity, while avoiding the electrical sparks on the floor. It's a slow and tedious way to earn some Rubees. Get 100 of them by talking to the Ackbow, the guy dressed as a pharaoh, then go to the second floor. Go through the door near Slim's chest and talk to the prisoner near the door. For those 100 Rubees, he'll give you the passcode 5963, which opens up the treadmill room on the third floor, where you can earn Rubees much faster. Hop into the treadmill and hold either left or right for a long time. You'll need 10,000 Rubees. Take them to the into the room on the right and flip. There's one prisoner in 3D. Exchange the Rubees for a set of numbers he heard Mimi say in her sleep: 41262816. This is the real number you need, so if you want to save time, just get Slim, go to the third floor and flip. Walk to the left and you'll find a brick block with a ladder. Take it to the top floor, where you'll see electric beams moving back and forth. In 2D, use Slim to flip sideways. Approach the area with the electric beams, then stand still when they pass by you so you won't get hurt. Move while flipped sideways to the right. On the other side is a door. Enter the passcode 41262816 and you'll open up a vault with 1 million Rubees. Grab them all, go past the electric beams, and go to the room on the first floor.
Mimi is in this room, running Rubee Savings and Loan. She thanks the heroes for taking out the special Rubeee loan. Select the option to pay off your balance and she'll thank you for paying off the loan in... full... She's confused, saying this wasn't supposed to happen. Now that they've earned enough to pay off the debt in full, they've broken her wonderful curse. She floats up and yells, saying she'll get them, then explodes. The star appears on the other side of some bars. Tippi says that imp put a curse on the mansion and she wonders who she was. Tippi's more worried about Merlee, however. Flip into 3D, and while in 3D, flip sideways with Slim to pass between the bars to reach the star.
Monday, August 11, 2014
Sunday, August 10, 2014
Super Paper Mario -- Chapter 2-2: Tricks, Treats, Traps
On the far side of a beat-ridden swamp, Mario and Co. found an imposing residence. "This must be Merlee's Mansion!" squealed Princess Peach with glee. If our friends could only find the Pure Heart quickly, their quest here would end. But when has fate ever set Mario on such a simple path? Brimming with anticipation, our plucky heroes plunged into Merlee's Mansion...
The music outside Merlee's Mansion is a little creepy, and the atmosphere is no different. Flip to go behind the hedge on the left side for a coin block. On the right side, stand on the block and jump for an invisible brick block with a ladder. Climb to the top, then float left with Peach to the roof. The chest at the top has a Stopwatch. Flip to drop down to the balcony for a Cursya card. Drop down to the ground and go inside.
Inside are large creatures with sharp teeth. They are Gnips, Merlee's pets. They'll kick you out of the mansion if they catch you, but only to get you out of harm's way. Flip to avoid them. Go up past the crystal ball on the table and go behind the curtain. Flip to find the door. There's a Save Block here, as well as a maid. She welcomes them to the mansion and introduces herself as Mimi, or Mimikins. She says Merlee's on the second floor, in the farthest room. She warns them not to go into the other rooms. The room is on the far right. Hit the switch and bars cover the windows. Spikes appear on the ceiling and it starts to lower. Wait until the ceiling gets fairly close to the floor, then flip. You'll find the spikes only cover half the room in 3D. Get out of the way, then jump onto the ceiling. It will start to rise again. Go to the left side and you'll find a walkway. Get on the walkway and blow up the brick blocks to keep moving. You'll also have to flip into 3D to keep moving. Be careful, as the platform is narrow. On the far right side is a chest with a House Key. Drop down and leave the room.
Talk to Mimi again and she'll say Merlee's in the closest room on the second floor. Go back upstairs and go through the door on the left. There's a Mushroom dangling from a rope. Grab it and a trap door below opens. There's a Shlurp down there. Defeat it with Boomer for a red switch, then place Boomer on the switch. Run to the left. A pipe will appear briefly when Boomer activates the switch. It will take you back to the room with the trap door. Talk to Mimi again, who can't believe she's been so forgetful. She says Merlee's on the second floor in the middle room. You'll find many coins in the room. Flip at the top of the stairs for more. Run far enough to the right to set off yet another trap door. This room has Swoopers. Defeat them all for a red switch, which should be activated the same way. Mimi says to look anywhere at this point. Go through the left door on the first floor and you'll find Boos. To defeat them, jump on them when your back is turned to them, or use Boomer. This will make a red switch appear. Return and flip past Gnaw, the creature chained to the right door on the first floor. Unlock the door to free Gnaw and it will go after Mimi, chasing her around. Tippi wonders why it went after Mimi and not them. She says the mansion has many secrets. Go through the door to the star.
The music outside Merlee's Mansion is a little creepy, and the atmosphere is no different. Flip to go behind the hedge on the left side for a coin block. On the right side, stand on the block and jump for an invisible brick block with a ladder. Climb to the top, then float left with Peach to the roof. The chest at the top has a Stopwatch. Flip to drop down to the balcony for a Cursya card. Drop down to the ground and go inside.
Inside are large creatures with sharp teeth. They are Gnips, Merlee's pets. They'll kick you out of the mansion if they catch you, but only to get you out of harm's way. Flip to avoid them. Go up past the crystal ball on the table and go behind the curtain. Flip to find the door. There's a Save Block here, as well as a maid. She welcomes them to the mansion and introduces herself as Mimi, or Mimikins. She says Merlee's on the second floor, in the farthest room. She warns them not to go into the other rooms. The room is on the far right. Hit the switch and bars cover the windows. Spikes appear on the ceiling and it starts to lower. Wait until the ceiling gets fairly close to the floor, then flip. You'll find the spikes only cover half the room in 3D. Get out of the way, then jump onto the ceiling. It will start to rise again. Go to the left side and you'll find a walkway. Get on the walkway and blow up the brick blocks to keep moving. You'll also have to flip into 3D to keep moving. Be careful, as the platform is narrow. On the far right side is a chest with a House Key. Drop down and leave the room.
Talk to Mimi again and she'll say Merlee's in the closest room on the second floor. Go back upstairs and go through the door on the left. There's a Mushroom dangling from a rope. Grab it and a trap door below opens. There's a Shlurp down there. Defeat it with Boomer for a red switch, then place Boomer on the switch. Run to the left. A pipe will appear briefly when Boomer activates the switch. It will take you back to the room with the trap door. Talk to Mimi again, who can't believe she's been so forgetful. She says Merlee's on the second floor in the middle room. You'll find many coins in the room. Flip at the top of the stairs for more. Run far enough to the right to set off yet another trap door. This room has Swoopers. Defeat them all for a red switch, which should be activated the same way. Mimi says to look anywhere at this point. Go through the left door on the first floor and you'll find Boos. To defeat them, jump on them when your back is turned to them, or use Boomer. This will make a red switch appear. Return and flip past Gnaw, the creature chained to the right door on the first floor. Unlock the door to free Gnaw and it will go after Mimi, chasing her around. Tippi wonders why it went after Mimi and not them. She says the mansion has many secrets. Go through the door to the star.
Labels:
Boomer,
Boos,
Gnaw,
Gnip,
Key,
Merlee's Mansion,
Mimi,
Prince Peasley,
Tippi
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
Friday, August 8, 2014
Super Paper Mario -- Interlude After Chapter 1
In Castle Bleck, Nastasia asks O'Chunks if the hero stomped him and sent him back here. O'Chunks begs forgiveness and says he failed the count. He's never felt less chunky in his life. "Bleh heh heh heh heh heh... So our hero is real... Yes... A force to be reckoned with... Nastasia, the prophecy. Consult it and learn where the hero will go next... We will lay a devious trap for him and bring him to his very KNEES! BLECK!" Nastasia reports that she sent Mimi to that site for that purpose. "This pleases Count Bleck. Excellent work, Nastasia. I have granted Mimi powers potent enough to ensure that she will obliterate this hero. Yes, he will be helpless against her. I depart! Alert Count Bleck when this "hero" is no more! BLEH HEH HEH HEH! BLECK!" After referring to himself in the first person for once, he flips and leaves. Nastasia will send a memo on that, but she has another item on her agenda: some of Bowser's minions are resisting assimilation, so she's going to squash the resistance. She tells O'Chunks to stay there and think about his recent job performance. This tweaks O'Chunks's chin hairs.
In someplace dark and spooky, Peach lies on the ground. She wakes up, wondering how she ended up napping there. She remembers Count Bleck making her marry Bowser and that Luigi did something. She calls out to both of them, but gets no response. She looks around, asking if anyone's there. Someone says she's the only one left standing of the wedding party. It's a Hammer Bro and a Koopa. They say she finally woke up. Peach asks if they're all right and they say they're fine, but they don't know what happened. The wedding was crazy. They can't find Bowser or the guy with a mustache that may have been wearing a green tuxedo. They don't know where they are now and most of the other minions have been brainwashed by Count Bleck's assistant. Everyone's half nuts and they're not safe here. They must clear the area quickly. The Hammer Bro assigns Private Koopa to escort Peach out of the area, while he goes help his men. Bowser would burn him to a crisp if he left a Koopa behind. He wishes them luck, then hails Bowser.
Private Koopa says they have to evacuate. Go through the door and someone says to give up. Peach and Private Koopa watch from above. Some brainwashed Koopas tell the Hammer Bro there is no hope for escape and that he should hail the glorious count. They tell him to not resist and submit to his rule, which he will love. The Hammer Bro calls this insubordination, as he's their captain. He tells a Koopa named Johnson to drop and give him twenty. Nastasia walks in, saying his orders mean nothing, as they've sworn their eternal allegiance to Count Bleck. She'll pencil him in for a 10 o'clock brainwashing. The Hammer Bro prepares to throw his hammer, saying she's messed with the wrong Koopa, as he serves Bowser. Nastasia slightly lifts her glasses to brainwash him. The Hammer Bro hails Bleck. Nastasia orders them to round up the problem minions who haven't sworn allegiance and they obey readily.
Private Koopa is freaking out that things are going downhill. He can't believe they broke the captain. He says they must clear the area or it's game over. Go left and through the door. Go down the stairs. You can jump and hold (2) to open up the parasol for a controlled descent. You can also hold "Down" on the Control Pad and she'll cover and protect herself with her parasol. Go through the door in the middle, as the one on the far left has enemies on the other side. It leads outside to a dead end. Peach suggests turning around and looking around some more. Nastasia announces that this is a dead end for them. There are brainwashed minions around her. Private Koopa tells Peach to take cover, as he is trained to handle scum like this. Nastasia brainwashes him and he gets a pair of sunglasses. Nastasia calls Peach lucky to survive the wedding explosion. Unfortunately, it's the end of the road for her and she needs to serve Count Bleck. Peach refuses, but Nastasia says her hypno-powers say otherwise. Before Nastasia can brainwash her, Peach disappears, in a familiar manner. That wasn't on Nastasia's schedule. She's pretty calm about it, saying it's not a deal breaker. The prophecy fulfillment is running smoothly without her and it doesn't matter where she runs, as all worlds will soon fall.
Another story is told, solely through words.
Timpani: (I remember that day well... The room was warm. The whole place was at peace.)
Blumiere: Ugh... Uuugh...
Timpani: You're awake at last?
Blumiere: Where... am I? This this... a human's home? Bleccch!
Timpani: Don't wiggle like that. I found you at the cliff base. You took quite a fall.
Blumiere: You're a human, correct? I don't... repulse you? I am of the Tribe of Darkness...
Timpani: Why would that matter? Anyone with a heart would not ignore an injured soul!
(That was the day our paths crossed. That day... That was the day our tragedy was set in motion.)
Back in Flipside, Mario appears from the red door. Now that he has a Pure Heart from that area, he can visit specific sections in that chapter. Merlon is standing on the tower, saying they returned quickly. He can tell it went well. He'll meet Mario in his house for the details. Before going to Merlon's house, go to the first floor, to the shop with a sign with a pot on it. This is Saffron's Sweet Smiles. She can cook for you, but only one ingredient at a time. Give her a Fire Burst to cook and she'll make some Spicy Soup. Since it's a new recipe, she'll add it to the list. Go to Merlon's house and he'll say the Pure Heart Mario found is truly a piece of the Purity Heart. Tippi says Merlumina gave it to them. Merlon says she was one of his ancestors who wrote the Light Prognosticus to counteract the Dark Prognosticus. His ancestors also built this town, which is why the residents are here. A resident interrupts, stammering that a girl fell out of the sky. Merlon must come up to see her. Merlon suggests that Mario come along. Take the elevator to the third floor.
The resident says the girl fell out of nowhere. Peach is lying on the ground. Merlon doesn't recognize her, but Mario is startled. He explains the situation to Merlon, who says she had a rough time and is unconscious and shivering uncontrollably. Merlon tells Mario to go to Saffron's on the first floor for a warm, revitalizing recipe so they can question Peach when she revives. Give Peach the Spicy Soup and she wakes up, saying she dreamed about eating the most delicious food. She's happy to see Mario and asks where they are and who everyone is. Merlon takes them back inside his house.
Peach tells them what happened to her, which Merlon calls a tale of woe and troubles. She wonders about Luigi and Bowser, but concludes there's no way to know. Tippi wonders what to do next. Merlon says one Pure Heart leads to the next and that there are more Heart Pillars in Flipside. If a Pure Heart is set into a Heart Pillar, the door the world with the next Pure Heart appears. He mentions that this one may lead to the mysterious Merlee, one of the ancients, who is like his long-lost cousin. Like Bestovius, she guards an ancient, secret treasure, which may be a Pure Heart. The Light Prognosticus speaks of her magical powers. Peach asks about finding her and Merlon asks if she's going along. He says not to tax herself as she only just recovered. Peach won't sit here and let everyone else go off. She says that The Void is her fault, and Bowser's. Her mind's made up and she joins the party, so you can now control her. Tippi says they need to find the next Heart Pillar. Merlon finds it refreshing to see such a headstrong princess. He gives them the Old Key, which unlocks something in town. There are secrets in Flipside that even Merlon doesn't know about and he thinks this key can help uncover one of them. He thinks it can be used near his house. In the meanwhile, he'll continue reading the Light Prognosticus for clues.
Go outside Merlon's house. You can switch characters on the menu screen or on the quick menu screen by pressing (1) and (2) simultaneously. While Peach can slow her fall, she can't flip. If you're in 3D and switch to her, you'll flip back to 2D. Flip outside Merlon's house and you'll find a locked gate in front of the elevator to the tower. Unlock it, go through it, then flip and go to the outskirts of town. Take the pipe to the right to the First Floor Outskirts, then drop down the first gap to the left. You'll find a spring and two chests, one with a Merluvlee card and the other with a Merlon card. Spring back up and walk to the left. Flip to go out farther, then flip so you can reach the sign on top of the rocks. Switch to Peach, then jump and hover to the right until you reach the Heart Pillar. The orange gears from the orange Pure Heart make an orange door appear. Go through it to start the next chapter.
In someplace dark and spooky, Peach lies on the ground. She wakes up, wondering how she ended up napping there. She remembers Count Bleck making her marry Bowser and that Luigi did something. She calls out to both of them, but gets no response. She looks around, asking if anyone's there. Someone says she's the only one left standing of the wedding party. It's a Hammer Bro and a Koopa. They say she finally woke up. Peach asks if they're all right and they say they're fine, but they don't know what happened. The wedding was crazy. They can't find Bowser or the guy with a mustache that may have been wearing a green tuxedo. They don't know where they are now and most of the other minions have been brainwashed by Count Bleck's assistant. Everyone's half nuts and they're not safe here. They must clear the area quickly. The Hammer Bro assigns Private Koopa to escort Peach out of the area, while he goes help his men. Bowser would burn him to a crisp if he left a Koopa behind. He wishes them luck, then hails Bowser.
Private Koopa says they have to evacuate. Go through the door and someone says to give up. Peach and Private Koopa watch from above. Some brainwashed Koopas tell the Hammer Bro there is no hope for escape and that he should hail the glorious count. They tell him to not resist and submit to his rule, which he will love. The Hammer Bro calls this insubordination, as he's their captain. He tells a Koopa named Johnson to drop and give him twenty. Nastasia walks in, saying his orders mean nothing, as they've sworn their eternal allegiance to Count Bleck. She'll pencil him in for a 10 o'clock brainwashing. The Hammer Bro prepares to throw his hammer, saying she's messed with the wrong Koopa, as he serves Bowser. Nastasia slightly lifts her glasses to brainwash him. The Hammer Bro hails Bleck. Nastasia orders them to round up the problem minions who haven't sworn allegiance and they obey readily.
Private Koopa is freaking out that things are going downhill. He can't believe they broke the captain. He says they must clear the area or it's game over. Go left and through the door. Go down the stairs. You can jump and hold (2) to open up the parasol for a controlled descent. You can also hold "Down" on the Control Pad and she'll cover and protect herself with her parasol. Go through the door in the middle, as the one on the far left has enemies on the other side. It leads outside to a dead end. Peach suggests turning around and looking around some more. Nastasia announces that this is a dead end for them. There are brainwashed minions around her. Private Koopa tells Peach to take cover, as he is trained to handle scum like this. Nastasia brainwashes him and he gets a pair of sunglasses. Nastasia calls Peach lucky to survive the wedding explosion. Unfortunately, it's the end of the road for her and she needs to serve Count Bleck. Peach refuses, but Nastasia says her hypno-powers say otherwise. Before Nastasia can brainwash her, Peach disappears, in a familiar manner. That wasn't on Nastasia's schedule. She's pretty calm about it, saying it's not a deal breaker. The prophecy fulfillment is running smoothly without her and it doesn't matter where she runs, as all worlds will soon fall.
Another story is told, solely through words.
Timpani: (I remember that day well... The room was warm. The whole place was at peace.)
Blumiere: Ugh... Uuugh...
Timpani: You're awake at last?
Blumiere: Where... am I? This this... a human's home? Bleccch!
Timpani: Don't wiggle like that. I found you at the cliff base. You took quite a fall.
Blumiere: You're a human, correct? I don't... repulse you? I am of the Tribe of Darkness...
Timpani: Why would that matter? Anyone with a heart would not ignore an injured soul!
(That was the day our paths crossed. That day... That was the day our tragedy was set in motion.)
Back in Flipside, Mario appears from the red door. Now that he has a Pure Heart from that area, he can visit specific sections in that chapter. Merlon is standing on the tower, saying they returned quickly. He can tell it went well. He'll meet Mario in his house for the details. Before going to Merlon's house, go to the first floor, to the shop with a sign with a pot on it. This is Saffron's Sweet Smiles. She can cook for you, but only one ingredient at a time. Give her a Fire Burst to cook and she'll make some Spicy Soup. Since it's a new recipe, she'll add it to the list. Go to Merlon's house and he'll say the Pure Heart Mario found is truly a piece of the Purity Heart. Tippi says Merlumina gave it to them. Merlon says she was one of his ancestors who wrote the Light Prognosticus to counteract the Dark Prognosticus. His ancestors also built this town, which is why the residents are here. A resident interrupts, stammering that a girl fell out of the sky. Merlon must come up to see her. Merlon suggests that Mario come along. Take the elevator to the third floor.
The resident says the girl fell out of nowhere. Peach is lying on the ground. Merlon doesn't recognize her, but Mario is startled. He explains the situation to Merlon, who says she had a rough time and is unconscious and shivering uncontrollably. Merlon tells Mario to go to Saffron's on the first floor for a warm, revitalizing recipe so they can question Peach when she revives. Give Peach the Spicy Soup and she wakes up, saying she dreamed about eating the most delicious food. She's happy to see Mario and asks where they are and who everyone is. Merlon takes them back inside his house.
Peach tells them what happened to her, which Merlon calls a tale of woe and troubles. She wonders about Luigi and Bowser, but concludes there's no way to know. Tippi wonders what to do next. Merlon says one Pure Heart leads to the next and that there are more Heart Pillars in Flipside. If a Pure Heart is set into a Heart Pillar, the door the world with the next Pure Heart appears. He mentions that this one may lead to the mysterious Merlee, one of the ancients, who is like his long-lost cousin. Like Bestovius, she guards an ancient, secret treasure, which may be a Pure Heart. The Light Prognosticus speaks of her magical powers. Peach asks about finding her and Merlon asks if she's going along. He says not to tax herself as she only just recovered. Peach won't sit here and let everyone else go off. She says that The Void is her fault, and Bowser's. Her mind's made up and she joins the party, so you can now control her. Tippi says they need to find the next Heart Pillar. Merlon finds it refreshing to see such a headstrong princess. He gives them the Old Key, which unlocks something in town. There are secrets in Flipside that even Merlon doesn't know about and he thinks this key can help uncover one of them. He thinks it can be used near his house. In the meanwhile, he'll continue reading the Light Prognosticus for clues.
Go outside Merlon's house. You can switch characters on the menu screen or on the quick menu screen by pressing (1) and (2) simultaneously. While Peach can slow her fall, she can't flip. If you're in 3D and switch to her, you'll flip back to 2D. Flip outside Merlon's house and you'll find a locked gate in front of the elevator to the tower. Unlock it, go through it, then flip and go to the outskirts of town. Take the pipe to the right to the First Floor Outskirts, then drop down the first gap to the left. You'll find a spring and two chests, one with a Merluvlee card and the other with a Merlon card. Spring back up and walk to the left. Flip to go out farther, then flip so you can reach the sign on top of the rocks. Switch to Peach, then jump and hover to the right until you reach the Heart Pillar. The orange gears from the orange Pure Heart make an orange door appear. Go through it to start the next chapter.
Labels:
Blumiere,
Castle Bleck,
Count Bleck,
Dark Prognosticus,
Flipside,
Hammer Bro,
Key,
Merlon,
Mimi,
Nastasia,
O'Chunks,
Princess Peach,
Pure Heart,
Super Paper Mario,
Timpani,
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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