Mario And Luigi: Partners In Time - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Mario And Luigi: Partners In Time - Strategy Guide (Page 02).
...well, no. If you proceed into the next area, Stuffwell will pop out
again, and remind you how to jump with two people. Humor him, and then he'll
tell you how to jump across a string of ledges simultaneously. At the very
least, you can pick up some coins and recovery items for your trouble. Once
you've nabbed all of the coins from the L and M blocks, a stairway into the
next area will open up. As you proceed, you'll only be able to go so far
before a mushroomed individual lands on your head. A swarm of UFOs fly by,
and proceed to blast the hell out of the wintry village we see on our map.
Dark, purple mushrooms are behind this? Huh?
Might as well get on over there. Cross the wooden ramps and navigate the
little set-up of mushroom heads, taking out any Shrooblets in your way.
Stuffwell interrupts you twice more during this trek, first to tell you about
preemptive strikes and Luigi's own attacks (this is his first battle after
all) and again to tell you about healing. Go AWAY already! The Bros. will
reach level 3 once you've made it to the top. Head into Holli Jolli Village
to witness an invasion taking place; craters fill the area as their shots
blow everything apart. The residents themselves are stunned, then abducted.
At the risk of anal probe, Mario and Luigi head in to investigate.
The houses, from what you can see, are all empty, either abandoned or
their residents taken hostage. A couple have blocks with coins or Mushrooms
in them, as well as one or two outside. If you head inside the house in the
upper-right corner, you'll hear a muffled voice. Walk towards the chimney,
and he'll address you. Turns out he's the mayor of this town, and scrambled
up the chimney once the Shroobs came and trashed the place. Jump underneath
him to send him flying out of the chimney and onto the pavement outside. A
fat little dude with a white beard and moustache, dressed in red, stuck in a
chimney... now where have I seen that? Anyways. Before he can head back
inside, the Shroobs return with a couple of UFOs, and a few of the little
cretins surround our Santa-lookalike. He screams for help, so get out there
and see what's up. No sooner than you step outside, he's being beamed up into
one of the saucers! The Shroobs on the ground notice you, and after a little
conversation you have no hopes of understanding ("What about these guys...?"
"KILL THEM!" "KILL THEM!" "KILL THEM!") they attack you. GRRAAAAAH!
BOSS: SHROOBS
HP: 15 (each)
EXP: 0
Coins: 0
This isn't a true boss of sorts, but once again we have our good 'ol boss
theme, so I'll treat it as one. As soon as the battle starts, one of the
aliens pulls out a little transmitter, and soon a UFO flies in with a timer
attached to it. As soon as it reaches 0, you'll be blown apart, so just
entertain these guys until then. You only have enough time to kill one of
the three before the countdown reaches 0, so this battle will be a lost
cause no matter what; just stomp one of them and dodge their laser shots. To
do this, just wait until they spin or put a gleam in their eye, indicating
who they'll shoot at- spin for Luigi, gleam for Mario. Then they whip out
the gun and shoot; the shots don't move quickly and are easily jumped over.
The timer reaches 0, and a huge shot from the UFO above takes you out. Cue
the funny little laugh from our antagonists..
We now cut to the skies, where Baby Bowser's Koopa Cruiser is being
chased and shot at by the UFOs. You now hear the most annoying sound in the
game, which is Baby Peach's crying. Toadsworth comes in to calm her down, and
BB orders all of his minions to get to the control deck. You're not one of
his toadies, but you have control of the babies now, so why not? Yet again,
we are taught how to jump. Collect the coins and mushrooms around the crates,
even netting yourself a Drop, which heals all characters opposed to one, and
another 1-Up. Save if you wish, then enter the control room. BB's ship will
take out the UFOs hassling it, and they'll pass over our presently fallen
heroes, the adults. Peach won't shut up until BB does something about it,
so again the cannon is fired, this time at the aliens standing over the Bros.
The ship will land, and Baby Mario and Luigi are dispatched to go pick them
up. Head over to where they lay, and you'll be approached by the remaining
Shroobs you fought earlier. Back into the boss battle!
BOSS: SHROOBS
HP: 15 (each)
EXP: 21
Coins: 0
They're fought exactly the same way as before. Only now, you'll be given
Bros. Items from Toadsworth to help you rack up some damage. That item is the
Green Shell, which I have already explained how to use; Toadsworth will keep
you supplied with them throughout the battle, so don't worry about wasting
them. After they've been destroyed, Toadsworth will have you bring the adults
onto Baby Bowser's ship.
In this next scene, we see Toadsworth alone, telling of the mass
destruction the Shroobs have brought to the Mushroom Kingdom. We re-witness
the attack on the castle, and find that they were rescued by Kamek on the
Cruiser by BB's orders; that's how they came to be on his ship. We cut back
to the present moment, where Toadsworth is explaining all of this to our now
revived Mario and Luigi. We fly over Princess Peach's castle, to see it
already covered in fungus, having been infested by the aliens. Their new
stronghold, it seems... Mario tells them that Peach is being held captive
there, but Toadsworth finds the idea, especially Mario and Luigi being the
babies' older selves, absurd. The Koopa Cruiser's alarm sounds again,
bringing a transmission straight from Shroob Castle. Flick on the monitor,
and... we receive a kind string of crazy gibberish from an alien in a pink
gown, deemed to be Princess Shroob. She must be the one that orchestrated all
of this! After a taunt of sorts, the alarm sounds again, this time alerting
the BB to a missile fired at them from the castle. Cue the crash 'n burn.
[6.4] Survivors
OOOOO Bowser's Castle OOO
OOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (2) OOO
Green Shell (16) OOO
1-Up Mushroom (4) OOO
Mushroom Drop OOO
Coins: 196 OOO
Enemies: Goomba OOO
Boo OOO
Boom Guy OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOO
ENEMY ATTACKS & STATS:
Goomba- HP: 10 EXP: 3 Coins: 3 Drop: Mushroom, Super Mushroom
Weak: None Resist: None
As you would expect from such a simple enemy, these guys don't have
anything crafty up their sleeve. They'll charge in front of one of you,
stop for a second, then try to hit you; a jump after this little second
wait is all it takes to dodge and counterattack them.
Boo- HP: 15 Exp: 5 Coins: 4 Drop: Mushroom
Weak: None Resist: None
These guys are quick. Right before they disappear, they'll uncover an
eye, indicating which bro they plan to attack, and then reappear behind
them. Jump immediately and they'll pass underneath you. Nothing too
crazy; they're pretty easy to hit while doing this, too.
Boom Guy- HP: 18 Exp: 8 Coins: 5 Drop: Green Shell
Weak: None Resist: None
ShyGuys with Bullet Bill cannons on their heads. These guys will
approach and stop in front of either brother, and either fire a BB
without interruption, or misfire, emitting a puff of smoke... ...followed
by a Bullet Bill. Sometimes your jumps will knock the cannon off; in
which case, when the ShyGuy begins its turn, it will send out a call to
its allies; a prompt delivery of a new cannon will be followed by its
attack as normal; a "..." means it spends its turn doing nothing. How to
predict a misfire? When it stops in front of you, if it points towards
you, don't jump; wait for the smoke. When it holds onto the cannon with
both hands, jump immediately.
The Cruiser landed conveniently right inside Baby Bowser's castle, and
it seems everyone else was thrown clear of the wreckage, leaving Mario and
Luigi by themselves. Another astute observation from Stuffwell. Well, now
we want to reunite with them, so time for some dungeon trekking with our
Bros. Now we'll get to do some actual play instead of controlling someone for
5 minutes, then having to watch people talk.
Head to the right from our save point, and we meet our first enemy with
a completely scriptless battle- the Goomba. You'll get a ton of Green Shells
from the block right at the entrance, but don't waste them on these guys.
A total of 12, Jesus, 12 shells are in this first area alone, as well as two
Mushrooms and even a 1-Up.
The next area shows you a long, zigzagging catwalk spanning the length
of the room. Kill the Goombas and their Boo cohorts if you wish, grab the
Mushrooms and blue coin (each is worth 20) and head up to the catwalk. It's
pretty straightforward, and if you're used to the controls or have played
SSS, navigating this thing without falling is simple. Just stop to change
your directions to avoid botching a turn and falling. You can't go far into
the next room before the duo stops.. and Luigi is conked on the head by a
spiked ball. We look up and find..
"BABIES!!!" Heheheh, I love it whenever Mario says that. Anyway, once you
help the babies jump down, try to walk off and Stuffwell will tell you how to
alternate between controlling the babies and adults, and then tell you how to
carry them piggyback-style. With your new partners in tow, jump on the fat
blue square further ahead. The combined weight of the four of you will push
it down and open the doors; this is the only way to activate these when you
come across them. In the next room, you'll find a ledge impossible for you to
jump to, and no feasible way to climb up... that's where the babies come in.
Pressing X or Y while in a piggyback will throw both babies overhead. This
will let them explore a high area while the adults wait for them to find a
switch to let them up, or... ...a block much like the one you see as soon as
the babies are thrown onto the ledge. Anytime you're separated from the
babies or vice versa, hitting the pipe-block will bring the other two right
next to you. Do that here and compress the switch to continue onwards.
More items in this next room. To get at the blocks behind the spikes,
the babies will have to go solo. Nothing much to say for the items here;
you've already seen them. You do get a nice stack of coins, though. The next
room has you throwing babies up ledges again, and introduces you to a new
block; the Purple Switch block. Hitting these ! blocks will cause some sort
of change in the environment to take place, whether it be a bridge forming,
or platform dropping to a height within reach. They're pretty much always
necessary to hit to continue, and this is no exception. Once you enter the
next area, you'll find Kamek searching for Baby Bowser. He'll notice you, and
assuming you're up to no good, summon a Goomba and Boo to fight you. In this
battle, you'll receive your first actual useful lesson; attacking while
teamed up with a baby. Now your attacks can have a lot more force to them.
Destroy the two of them, and Kamek summons another Goomba; now Stuffwell will
tell you how to use your Green Shell with the babies. Good stuff. Killing the
second Goomba brings on one more; now Stuffwell wants Luigi to use a Green
Shell. Humor him, and then Kamek summons one final Boo. Stuffwell leaves at
last, and we can now end this.
Continuing on through the room, you'll find a lone Green Shell, as well
as a Boo, bringing with it a new bastard; Boom Guys. After dealing with the
other enemies here, you'll come across a large blue pipe; deal with it the
same way you would the blue squares. Only four people can activate it. Two
more Green Shells in the next room; to proceed here, throw the babies onto
the ledge and head through the small opening to reach a hidden room; hit the
! block to create a bridge for you to cross. Same objective in the next room,
though now there's more to it. After spawning the bridge and crossing it,
you'll find a new switch block- a multicolored one that comes in pairs,
requiring two people to activate it. Of course, Stuffwell is going to explain
this, but you can tell him to F off, three times in fact, and he'll leave
without giving a tutorial. Have Mario hit the block, and immediately have
Luigi hit the second block afterwards, as it lights up. This will spawn a
block that the babies can use to climb up to another set of ! blocks. The
Goombas in this hidden room can be slain if you like, but they'll take a lot
more jumps to defeat. Another 1-Up and 20 coins in here for ya. Hitting the
switch blocks will lower a platform down on the adult's side. Reunite with
them and make your way up the platforms. A Boom Guy will be firing at you
from up there; being hit by one of the Bullet Bills will force you into
battle, but won't give it a preemptive strike or knock you over or anything.
At the end of the passage is a ledge you can throw the babies up to, in order
to activate a third set of ! blocks, forming the last bridge you need to get
out of there.
You're almost done. In this next room, grab the coins, then head over to
the left side of the room, where you'll find a fat red block and a ledge with
an opening nearby. The sign basically says that hitting that block with the
appropriate adult will spawn a block inside the hidden room behind it, which
the babies can hit, filling the room with light for a period of time. When
you actually send the babies in there, you'll see some pink platforms, and
the rest shrouded in pitch darkness. So, hit the block as Mario, and hustle
along the passage, stopping once it gets too dark. Whack the large block
again with the brother corresponding to the color, and you can fill the room
with light again. There are no branching pathways or treasures in here; just
make it out on the other side. Hitting the treasure chest over the pedestal
you come to get you not coins nor items, but.. a shiny fragment! This is a
piece of the Cobalt Star that E. Gadd used to power his time machine. You
definitely want to hold onto this. Not like you have a bloody choice. Saddle
up with your older selves again and head into the next room. Take the pipe
into the next room, save if you wish, and continue on until you reach the
final door, which leads not to a boss, but another time hole. A little bit
of squabbling with Toadsworth, and the three of you jump in.
OOOOOOOOOOOOOO[7] The Vim Factory Siege! OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
You're back in present-day Peach's castle, and right by the hole you hop
out of are two last chests. Nab yourself another 1-Up and a whopping 10 coins.
Head back to where E. Gadd is standing, and you'll explain the situation
to him. You'll also find that the alien, being held in some sort of stasis
chamber, reacts quite violently when you pull out the Cobalt Star shard and
it gets near him. Mental wizard that he is, E. Gadd deduces that there's some
sort of link between the Shroobs and the Cobalt Star. An even brighter Toad
suggests that you can find a way to destroy the aliens if you collect more of
them. The shard then abruptly flies off, and glancing up at the map, you
notice it uncover yet another time hole. Before you leave to check it out,
though, E. Gadd gives you a Salvage badge, which slightly increases the odds
of collecting an item dropped after battle. Of course, this means yet another
educational intervention from Stuffwell. Get it over with, then head to the
Shop icon on your map. Now would be a good time to use all those coins you
found to buy two pairs of Patched Slacks for the adults and two pairs of
Starchy Jeans for the little ones. There aren't any badges for sale that will
really make a difference right now, nor can you afford to buy multiples of
them for your party. Ignore them and head over to the time hole when you're
ready. As you jump in, you'll witness a struggle between Toadsworths...
[7.1] Freaky Foliage
OOOOO Toadwood Forest OOO
OOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (2) OOO
Bro Flower (15) OOO
Green Shell (7) OOO
Mushroom Drop OOO
Super Mushroom OOO
1-Up Mushroom (2) OOO
1-Up Super OOO
Unarmed Jeans OOO
Wild Trousers OOO
Wallet Badge OOO
Coins: 729 OOO
Enemies: Koopeleon OOO
Boo Guy OOO
Elasto-Piranha OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOO
ENEMY ATTACKS & STATS:
Koopeleon- HP: 18 EXP: 6 Coins: 4 Drop: Green Shell
Weak: None Resist: None
These little guys will approach you, stop, and then make themselves
invisible. This will take a second or two, and once they finish, they'll
move in and try to bite you. Pretty slow-moving enemies, so they won't
give you a lot of problems. Hitting one while it's invisible will bring
its color back; otherwise it'll stay blended in.
Boo Guy- HP: 17 EXP: 8 Coins: 5 Drop: Mushroom, Super Mushroom
Weak: Fire Resist: None
Little ShyGuy ghosts. They'll hover over and stop between the two of you
and point with either hand, indicating who they're going to attack. Once
they do that, they'll split into two, and charge forward. The bro being
targeted should jump once the Boo Guy is in front of him, and he can be
damaged; the fake Guy will simply vanish.
Elasto-Piranha- HP: 27 EXP: 16 Coins: 6 Drop: Bro Flower, 1-Up Mushroom
Weak: Ice Resist: Fire
These pipe-dwelling plants rest at the bottom of tree trunks, an
unpleasant surprise if you were hoping to find coins. These guys ARE
unpleasant, too, because if you screw up an evasive jump, the babies
will be nearly killed by just one of its fireballs. Take care when it
stretches up and off the screen- the fireball will take longer to come
down, so don't jump right away! Otherwise, jump once you see the
fireball and you should be fine. If it emerges from the pipe with its
head pointed straight up, the fireball will be spit onto Mario. Nice EXP
for defeating these guys.
Head to the right from the time hole, and right away you'll notice a few
tree stumps- these are the first of many obstacles you'll come across as you
play. They aren't obstructing you in any way, but they always house treasure
blocks with coins (giant, 100-coin coins, at that), items, a switch you must
press.. or enemies. Throw the babies into any holes you come across. In this
case, they lead to a Mushroom Drop, 201 in coins, and a battle with some
Koopeleons. Once you're finished here, head up and into the next area, and a
very faint voice will speak to you. Get closer, and you'll find that it's a
Toad named Toadiko, seemingly engulfed by the vines around a tree. It turns
out that Toadiko was on the time machine with Peach; when he was abducted,
the Shroobs brought him along with other captives to the forest, where they
became ensnared by the plant life. The trees suck away their mushroom power,
their life force; otherwise known as their "vim." The trees send the vim down
through a network of roots into their factory, where it is mixed with
chemicals and turned into fuel for their flying saucers. Toadiko is certain
that Peach and a Cobalt Star shard can be found there... The conversation is
ended abruptly as UFOs looming overhead spot the gang and fire upon them. The
Bros. flee, but Toadiko is turned into a simple mushroom. The Bros. must now
press onwards! The only other thing in this area is a stump with a Super
Mushroom and a nice 100-coiner. Move on.
Nab some Bro Flowers amidst a few enemies, then pillage the stumps for a
few more Green Shells and a 100-coiner. The left stump has an enemy inside
it, the Elasto-Piranha; while its attacks aren't difficult to dodge, they're
way too strong for the babies at their current level and HP, so be especially
careful. One hit will bring them down to critical status, if not kill them
outright. Don't try out your new Bro Flowers on them, either; they'll do
squat. Anyways, the pathway to the next area is on the right. Here you'll
find your path leading to the factory obstructed by trees, but those will be
dealt with very soon. Nab the 1-Up and exit via the lower-left, where several
long tree trunks are arranged in a circle along with some mysterious clear,
empty blocks. There's no way you can toss the babies into these, so head to
the only trunk you CAN toss them into, in the lower-left corner. The adults
can grab the coins on the right while the babies navigate the underground
maze, making sure to hit every block with flame inside it. There are six
total; there are also a few Elasto-Piranhas down here, so exterminate them
if you'd like a boatload of EXP for the babies. Once done, you can hop back
out and have the adults hit the blocks that now encase the flames, sending
them into the large block in the center. Get all six, then hit the large
block to send the fireball flying into the previous area, where it'll land on
the trees and burn them to ashes, creating an opening for you to pass through.
Once you've gone down through the pipe and emerged in the new area, save
and head upwards. Notice the map up above is filled with spikes.. the left is
entirely inaccessible at the moment, so don't even bother checking it out.
Instead, scour the tree trunks for 100 coins and a pair of Unarmed Jeans. I
wouldn't recommend equipping these, for the babies are going to be in a boss
battle on their own very soon, and any hits they take will be fatal while
wearing those. If you're confident in your dodging, though, then go ahead.
I've found the enemies at this point and onwards start appearing in greater
numbers, so you'll be getting a lot more EXP from here on. Anyways, to the
north is the factory entrance, which is surrounded by a moat that we can't
cross just yet. Upon further inspection, you'll find that the bridge to the
entrance is submerged under water. Those shroob-like claws on either side
look like they have something to do with it, don't they? You want to activate
them, so leave to your right. Here we have a platform perched over the bed of
spikes, but it won't move for you unless someone is controlling it, and that
someone is either baby. Toss them into the tree trunk and you'll find a block
with an arrow on it, changing directions every second or so. Have Mario and
Luigi stand on the platform over the spikes, and get it moving by hitting the
block once the arrow points to the right. The platform will move nonstop in
the direction that was punched into the block until the baby hits it again,
stopping it abruptly. Now, you can wait for the arrow to point to a new
direction and hit it again. The idea is to bring the platform across the
spikes and to the second pathway you come across, then stop it. The first
path leads to an exit out of there and a Wallet Badge, which allows you to
flee battle at less of a coin expense. You don't need it. Anyways, once in
the next area, bring the babies over to your location and jump underneath the
! block while holding one of the babies. At the peak of your jump, press the
baby's jump button and they'll be able to reach the block. This causes four
blocks to spread out over the brothers, starting with Baby Luigi. The idea is
to hit the first with BL, then quickly press the button for the next in line
as his block lights up. You only have a second before you lose it and it
reverts back to transparency. Hit all four, and the Shroob mechanism will
power up and get some current flowing to the claw by the entrance. Now we
have one more to go. Get the Green Shells, Bro Flowers and 100-coiner here,
and you can be on your way.
As you enter through the north, right away you'll notice a ! block
over some spikes. This'll be your next objective. Clear away the enemies on
the way to the tree trunk, then throw the tykes in and get the adults onto
the platform. This time there'll be a yellow ramp along the way, which the
platform can pass under, but the Bros. cannot; simply jumping onto it and
hopping back onto the platform as it comes out from the other side is all
you need to do. Hitting the ! block spurts up a block that'll grant you
access to the next area. Ride the platform back over, grab the kids, and
leave. The next Shroob mechanism is here, and is activated the same way-
piggyback jump, then a quick sequence of jumps. With electricity flowing from
the second claw, the bridge is set into place, allowing you to enter the
factory! Grab the coins, Mushroom and 1-Up here, then exit via the south.
More fun with platforms! Into the trunk the babies are thrown. There are
Green Shells, Bro Flowers and coins inside treasure blocks over the spikes,
among other things, including a 1-Up Super, an item that revives the fallen
one with full HP. There's also a pair of Wild Trousers for the adults, which
are basically the same as Unarmed Jeans, only with an even bigger cut in
defense. Meh. Once you've gotten everything, have the babies pilot the
platform down to the lower-right corner. You're now back where your started;
a pipe block to summon the babies is near the bridge to the factory.
Head across the bridge, and the doors will slide open for you... what
dangers await our heroes inside this freaky place?
[7.2] Who Drank all the Vim?!
OOOOO Vim Factory OOO
OOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (7) OOO
Green Shell (6) OOO
Bro Flower (3) OOO
Cannonballer (8) OOO
Mushroom Drop (2) OOO
Refreshing Herb (6) OOO
1-Up Mushroom OOO
Unarmed Jeans OOO
Coins: 17 OOO
Enemies: Spiny Shroopa OOO
Dr. Shroob OOO
Lakitufo OOO
Hammer Bros. (Boss) OOO
Swiggler (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ENEMY ATTACKS & STATS:
Spiny Shroopa- HP: 18 EXP: 2 Coins: 2 Drop: Green Shell
Weak: None Resist: None
These guys will take a few whacks with the hammer once you face them for
the first time, but they're not too gifted offensively. They'll hop in
front of either brother, and sit still for a good two seconds, and then
lunge. You should have your hammer ready as they're waiting to pounce,
then release as soon as they do. You'll get a feel for the timing very
quickly. Be warned that they sometimes will pause right after being
counterattacked, and make a second lunge; have your hammer ready again
in case they do. These guys also have the ability to poison you. Why
such crappy EXP and coins? You'll soon meet an enemy that'll spawn these
things over and over again. Can't give you TOO much per battle, can they?
Dr. Shroob- HP: 29 EXP: 18 Coins: 10 Drop: Bro Flower, Mushroom Drop
Weak: Ice Resist: None
These doctors will attack you at first just like the Shroobs you faced
earlier, but once they've taken their shot, they'll pull out one of two
mushrooms and hold onto it; attacking them once they've done this will
cause them to drop it. If a Dr. is holding a red mushroom, you definitely
want him to lose it, or else he'll eat it come his turn and charge at
you. Shroobs holding a poisoned shroom are much less of a threat, as
they'll shrink and waddle towards you, making themselves easy pickings
for your hammer. Their shots are very slow and easy to jump; their
charging attacks are stopped with the hammer.
Lakitufo- HP: 26 EXP: 16 Coins: 7 Drop: Cannonballer
Weak: None Resist: None
These guys can be annoying if not dealt with. They always come with Spiny
Shroopas as cohorts, and if you kill one, there's a good chance it'll
merely beam a fresh one down from its saucer. Otherwise, it attacks by
beaming down a spiny egg, which will bounce at you; be ready to swing
your hammer as soon as it materializes, since it will come at you very
quickly. These guys also twirl around back and forth between Mario and
Luigi, then swirl in front of either for a moment and hurl themselves
off of their saucer and at your position. Give them a moment after they
move in front of you, then jump. Lastly, the easiest attack to counter:
Lakitu will hover over you and try to beam you up into his saucer. Have
your hammer charging, and wail him once you get close to the top. These
guys are total bastards; by all means get rid of them first.
"AREA RESTRICTED. ALL NOOB INTRUDERS 2 B HAX0RED BY US L33T HAMMER BROZ.!"
"WE R TEH SHROOB ALLIES. WE R0X0R U AND THEN ROFL. THEN U AM CRY."
"WE RECEIVE ORDERS THRU ANTENNAS ON THESE L33T HELMETS. THEY R HOTNESS."
"WE MUST OBEY ALL ORDERS. WE LIKE 2 PWN N00BS 4 TEH MASTER SHROOBZORS."
"U = N00BS. BROZ. = L33T. PREPARE 4 TOTAL PWNAGE. W00T! W00T! W00T! W00T!"
Heeeeeeeee... good 'ol netspeak. Enter the pipe and save, and as soon as
you enter the next room, you'll be accosted by two Hammer Bros. that have
apparently been brainwashed by the Shroobs into doing their bidding. After
their taunts, a giant pair of nostrils will come down from the ceiling and
suck the adults into each one. WTF? You'll see what that nose is a part of
soon enough, but first you have to deal with our mindless turtle friends.
"N00BZ STILL R NOT PWNED. CONTINUE PWNERSHIP UNTIL ALL N00BZ R PWNED."
"TEH ESCAPE IS IMPOSSIBLE. WE R 2 L33T. WE OWNZ J00.
"U WILL GET FLATZORED BY R L33T HAMMERS."
BOSS: HAMMER BROS.
HP: 100 (each)
EXP: 80
Coins: 70
Win: Mushroom Drop
These guys may have a huge amount of HP compared to the babies, but you'll be
dealing counterattack damage to both of them every turn in addition to your
standard attacks, so this battle won't take very long. You can't survive
repeated hits from these guys, but the attacks are easy to avoid; as long as
both of them are alive, they'll hit the other brother with their hammer to
turn them into a ball of sorts, and then strike it again to send it flying
towards you. Jump right after they hit it, and you should land on the HB just
after it strikes where you would have been. Now, if the head of their hammer
flies off before they hit their HB at you, do nothing, and it'll just fly
overhead. You should have a plethora of Green Shells now, so how about using
some? You can get some nice double-digit damage on these guys, as opposed to
your pitifully weak jumps. Single one of the Hammer Bros. out until it's been
defeated, and then get ready for a new attack- the hammers themselves. The
remaining HB will jump when it's going to throw a hammer at BM, and the bulb
on its helmet will glow when BL is the target. You don't have to study him
for this, really- just jump when the hammer is about to make contact with the
floor in front of you, and the attack will miss. He'll throw anywhere from
two to five hammers at the babies in one turn. Since he'll already have taken
a fair amount of damage every time you countered his duo attack, just use
jumps to finish him off in a few turns.
After the battle, the babies will have shattered the helmets, freeing
them from their mental imprisonment. As gratitude, they'll give the babies
their hammers. Nice. First, of course, they'll give you a tutorial on how to
use them. At least they're actually teaching us something, unlike Stuffwell.
Go through their little obstacle course until they're satisfied and let you
on your way; they will show up again, however, once you get into a battle, to
tell you how to use them against your enemies.
You'll notice your HP was fully replenished after the fight; this little
benefit not always found in RPGs will occur every time you defeat one. Go and
save, and then you'll be ready to start searching for our unfortunate elders.
The left room is inaccessible at the moment, as is the upper right, so do the
only thing you can and press the yellow switch. A little obstacle course
awaits you, much like what the Hammer Bros. put you through. Elementary crap
here. The next room, however, has a nice little puzzle for you. You must
tunnel under the gate in the upper-right and climb onto the wall arranged
with machinery, then carefully walk down so you can drop into the room and
hit the red switch there with your hammer. A coin and some Green Shells are
here for you as well. Activating the switch will make a red block protrude
from the wall; now you'll want to bring the blue one out as well. Hop back up
onto the wall of machines and turn to the left as soon as you reach the top.
Make the jump to the other side without falling, and you can activate that
switch as well. Tunnel your way out of there and hop up your new staircase.
Now you'll be in some sort of air duct. Some ailment-recovery Refreshing
Herbs are in the treasure block nearby; also here is an unavoidable battle
with some spike-topped creatures, called Spiny Shroopas. The Hammer Bros.
will intervene here, and tell the babies about attacking and counterattacking
with the hammer. Use this newfound knowledge to kill off all the remaining
Shroopas in the duct and grab the other items you find. Once out of the duct,
drop down and tunnel through the passage on the left. In the next room,
amidst some Shroopas are some coins, herbs and another pair of Unarmed Jeans
for the babies. Back out of there once you're finished and take the path to
the right, and you'll find... Mario and Luigi! Seems those nostrils belonged
to that hideous looking tree. They have no Vim to be sucked out, so what
exactly is it sucking? ..I've already stopped caring. To bust the Bros. out,
shatter the bulbs connected to the tree with your hammer, and you'll be
reunited for the umpteenth time. "BABIES!" The mechanical nostrils will
return to the room, however, this time popping out a couple of Shroopas for
you to dispatch. And this scripted battle comes with... another Hammer Bros.
tutorial. Now you'll learn how to use hammers while battling in piggyback,
and the HBs will be out of your hair from this point on. Yay. Your hammers
will also perform much better, now that you have the adults assisting them.
After the battle, toss the babies up onto the ledge in the upper-right and
pound the switch. Leave; now you can compress the blue switch in the main
room and continue onwards.
We meet a new enemy in this room, called Dr. Shroob. Their fighting
style is the same as other Shroobs we fought- gleam in the eye or spin, then
a laser shot. But afterwards, these guys will pull out either a mushroom or
poison shroom, and hold onto it; hitting them will make them drop the shroom,
but if they begin their next turn with it in their possession, they'll eat it
and either grow or shrink in size, then charge. Obviously, allowing them to
become huge is a no-no. The way you deal with these guys will play a large
part in a battle soon to come, with a twist. You'll also meet the Lakitufo,
an adorable and extremely annoying enemy with a wide variety of attacks. Kill
these guys first, if you find yourself in a battle with one.
Anyways, this room is devoid of puzzles- just some enemies for you to
face, and a new Bros. Item- the Cannonballers. These things kick major ass
for this early point in the game; don't waste 'em on measly enemies.
Eliminate the hostile forces here, and proceed. A pipe will take you down to
the next level, leading to a large room with a huge glass structure filled
with green fluid. The junk swimming around in there resembles mushrooms...
This must be where the Vim is processed and mixed with chemicals. All there
is to do is to tunnel the babies under the gate and whack the switch, opening
the doors to the right; a third Lakitufo resides in here to give you more
problems. Make it SUFFER! >=( In the next room, we have two sealed doors, yet
another Lakitufo, and a large laser barrier of some sort preventing us from
crossing to the other side. Once you've gotten the enemies out of the way,
throw the babies up to the ledge over the doors and enter the hidden room
there. Pound the red switch, and the laser barrier will shut off. Now the
adults can proceed to a set of ! blocks and hit them, creating a bridge in
the hidden room for the babies to cross over the electric floor. Now, as the
babies, tunnel under the gate you come across and hit the switch, removing
the second barrier for the adults. Tunnel back out and move both groups to
the right, where you'll find the two sets of ! blocks. You know how this
goes. The babies must initiate it. Doing so will push up a block so the
babies can climb onto the ledge surrounding the hidden room; walk over to the
right and head downwards, out through an opening. Now they're on the other
side of the room, up on the overhang; make your way across, smashing the
crates, finally coming to the red switches that must be whacked. Both rooms
are accessible now.
Both of them lead to passages loaded with enemies; start on the left, as
you'll be backtracking out of there anyway. The room this corridor connects
to has a unique kind of coin block- hitting it will disband the four Bros.
and spread them out into a square, placing a block with their designated
button on it over their head. One of the blocks will light up; hit it for a
single coin. The idea is to get many as you can, hitting the correct block as
the time comes, keeping up with the speed until you take too long or make a
couple errors. Taking the corridor on the right nets you four more
Cannonballers, three Bro Flowers, and the first bean for the babies to tunnel
down and retrieve. In the next room, throw the babies up into another hidden
room and put the adults on the platform. This thing again. Stop it midway so
the adults can hit a ! block to form a bridge for the babies to cross, then
continue to the end. Along the way are blocks with a 1-Up, two Mushrooms, a
measly three coins, and three Green Shells. Upon reaching the end, you'll see
another set of ! blocks, which when activated will form another bridge for
the babies. Now they can join up with you on the other side. Onwards!
I definitely recommend you save here, because when you step on the
switch and go through the door, you'll witness a little scene in which a
creature drinks some of the green fluid we saw coursing through the factory
tubes, then produces some energy, which it uses to power up a pair of flying
saucers. Mario and Luigi make an exclamation, then turn to see... the babies
knock over the creature's glass of fluid. Of course, it's now pissed. Ready
to face its wrath?
BOSS: SWIGGLER
HP: 250
EXP: 196
Coins: 140
First things first, if you ever attack Swiggler while he's in his red and
angry state, he'll counter with an earthquake that'll send two or more
shockwaves across the ground at both of you; jump quickly in succession to
avoid them all. Also, he takes very little damage, even from Cannonballers,
in this state. Swiggler begins the battle with two Dr. Shroobs, which will
remain with him permanently, and more will join the battle as the existing
ones are destroyed. You'll notice Swiggler's drink; every time he drinks from
it, he'll power up two UFOs, which will then fire their cannons at your
party. When the Dr. Shroobs pull out their shrooms, any attack that hits them
will cause them to drop it, and it'll bounce into Swiggler's glass and change
the fluid. If a red mushroom is dropped into it, the fluid will become red,
and his next drink will heal him for a substantial amount of HP. If a
poison shroom is dropped in, he'll drink the gray fluid and be poisoned, thus
ending his turn and making him susceptible to heavy damage without countering
hits with a shockwave. As far as his attacks go, aside from making
earthquakes and healing himself, he'll take a deep breath and spew a poison
cloud at you; hit it with the hammer, then be ready to hit it again when it
dissipates into a smaller cloud, or you'll be damaged and possibly poisoned.
The Dr. Shroobs have no other attacks to add to the fray besides their
existing moves, but never, ever hit one while it's holding a red mushroom.
Once it's been poisoned, when its turn comes around it'll become pissed again
and take another drink; you want to keep a constant supply of bad fluid
coming, so it'll not only never heal itself, but also never attack or
counter. You can't always guarantee a poison shroom coming up, though, so be
prepared to deal with the UFO's cannon shots. Jump as soon as the shots are
fired, and you should avoid them. As Swiggler's HP drops further downwards,
he'll use his poison cloud attack 4-5 times in a row, so be ready for it. Now
is an excellent time to use your Cannonballers; they'll shave off a large
chunk of HP per turn, provided you never miss an action command. Three of them
while he's in his green and weak state should do it.
With Swiggler's destruction comes our next Cobalt Star shard! Kickass.
...Well, kickass until Baby Bowser jumps in and starts spinning around the
party in circles, which for reasons I cannot comprehend for the life of me,
makes both shards fly out from our possession and into BB's. Um, okay. Either
way, he now has our fragments, and now we've got to chase the little bugger
and get them back from him. You'll automatically be taken back to the present
Peach's Castle.
OOOOOOOOOOOOOO[8] Dino Wrangling OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Head over to E. Gadd and explain your predicament. He'll tell you that
time holes have been sprouting up all over the place recently, and point you
towards one of them, saying it's been giving off strong Cobalt Star readings.
Obviously that's where you're headed next, but first he wants you to check
out the commotion in the castle garden. When you arrive, you'll find Baby
Peach in her carriage, bawling her eyes out. The younger Toadsworth is
standing atop the elder's head, and together they execute a spinning move
they call the Toadsworth Twist. Look familiar? Yep. Mario and Luigi pester
them, and so now you're going to be taught to do the move yourself. Much like
the Hammer Bros. tutorial, complete their obstacle course as they instruct
you to do so, and you can be on your way. Before you head to the time hole,
though, go to the shop and buy two pairs of Branded Slacks and Preferred
Pants. Now that your equipment is up to date, you can trudge to the second
floor and into the library. Once inside, use the only platform you can reach
to climb up onto the bookcases, and use your newly acquired spin to make it
across to the treasure blocks above each case. The Training Badge is quite
useless, but the rightmost block contains a Super Mushroom. When you're ready
to warp, spin to the top of the screen from the bookcase conveniently marked
with an arrow. Nab the 1-Up Super up there, then grab the babies and into the
time hole!
OOOOO Yoshi's Island OOO
OOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOO
Items: Shroom Badge OOO
Smash Egg (4) OOO
Coins: 120 OOO
Enemies: None OOO
OOOOOOOOOOOOOOOOOOOOOOOOO
Catchy tune, eh? No? Well screw you, I like the nostalgic stuff. This
place seems largely deserted as we first enter, and the area is littered with
huge footprints. The first "house" you see contains a Shroom Badge and a save
point; enter the next house you come across, and you'll meet a new face;
Kylie Koopa, ace reporter or some crap. She came to the island after hearing
about a massive egg being found there, and has suspicions that it's linked to
the Shroobs in some way. She'll ask that the babies hop onto the spring
inside the hut, and in humoring her you'll find... Yoshis! They're all
huddled over, shaking with fear. At the sound of the babies, one of them begs
them not to say anything. Who are these guys hiding from..? Of course, that
will be answered momentarily. Cue the lumbering footsteps.
The brothers come outside to the sound of a roar in Shroob-Gibberish,
and watch as a huge creature resembling an enormous Yoshi, with red eyes and
Shroob-like claws, rampages throughout the area and gulps down a bunch of
Yoshis, and Kylie the ignoramus, to boot. Aw, raspberries! Say hello to Yoob,
everybody!
Well, Kylie gets herself spit up. A few more Yoshis are eaten, though,
and Yoob even zings his tongue inside the hut the Bros. are hiding in, but
comes out empty. The sound of his giant steps fade into the distance; he's
had his fill and left. Once you leave the hut, you'll see Kylie, and she
mentions something about an evil-looking Magikoopa looking around the place
next door. Head inside, and you'll find Kamek mumbling to himself about his
desperate need to find snacks, and pillaging a Yoshi Cookie. The Bros. march
in to confront him about the stolen shards, and Kamek tells you off. Baby
Bowser is on the cliff top, waiting for Kamek to return with some grub.
Hopping on the spring will net you some Smash Eggs, my least favorite Bros.
Item, and 20 coins. Back outside, we'll briefly see an encounter between
Kamek and Yoob. Nothing important or very funny. He removes a door with his
magic, though, making a path for us to continue. More Smash Eggs and a save
point inside. The spring in the next area we come to leads to a cloud with a
block suspended in the air, with a button atop it. Once Baby Mario hits it
with his hammer, it'll drop to a level the adults can reach. It contains a
nice 100-coiner. Not too shabby! When you finally come to a pipe, nab the two
beans nearby and head down. Finally, we'll be doing some exploring instead of
constantly walking into another conversation.
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