Mario And Luigi: Partners In Time - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Mario And Luigi: Partners In Time - Strategy Guide (Page 03).
[8.1] Blazing Saddles!
OOOOO Yoshi's Island (Cliffs) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (2) OOO
Super Mushroom (2) OOO
Green Shell (5) OOO
Smash Egg (21) OOO
Cannonballer (3) OOO
1-Up Mushroom OOO
1-Up Super OOO
Heart Pants OOO
Coins: 128 OOO
Enemies: Pidgit OOO
Gnarantula OOO
Coconutter OOO
Kamek (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ENEMY ATTACKS & STATS:
Pidgit- HP: 24 EXP: 18 Coins: 6 Drop: Smash Egg, Mushroom Drop
Weak: None Resist: None
Remember them? They'll fly into the top screen, then quickly swoop down
and make a pass at one of the Bros. If they hop before swooping, they'll
stop in mid-air and make some psychotic sort of laugh before going
through with the attack. Who will be attacked? If they pause while in
front of the group, they'll swoop at Luigi. If they pause behind you,
then they'll pass at Mario. They don't swoop towards you at blinding
speed or anything, so jumping and countering the move is pretty easy.
These guys sometimes carry a sack, and defeating them before they flee
will net you 18 extra coins.
Gnarantula- HP: 30 EXP: 15 Coins: 5 Drop: Smash Egg, 1-Up Mushroom
Weak: Fire (green), Ice (red) Resist: None
Don't jump on these guys! You never know if they have spikes under those
puffs. Some of them do, some don't. The best way to face them is just by
using your hammer. For attacks, they'll flutter towards you, and on the
second flutter, simply come down on top of you. Be ready with your hammer
to wail them as they come overhead; you'll get a feel for the timing.
Once you expose their spikes or lack thereof, their jumps will be a
little quicker.
Coconutter- HP: 43 EXP: 20 Coins: 6 Drop: Green Shell, Ultra Mushroom
Weak: None Resist: None
These nuisances have the ability to summon rainstorms, which will heal
30 HP of damage to ALL enemies present. An upcoming storm is indicated by
the use of their previous turn to merely raise their spear into the air,
forcing you to resort to your hammer rather than jumps. Their actual
attacks come from behind; they'll throw a spear into the air, out of
their side of the screen, and it'll impale one of the Bros. unless you
jump as soon as it's out of sight. They'll also appear from behind you
and blow a dart into your backside; jump when you see the tube move
closer to you after it initially shows up, and the dart should miss. Oh,
and the eye that gleams tells you which brother is being targeted for
the spear toss.
We'll encounter Kamek one more time, and after a little standoff, he
flies up to the top screen and uses his magic to start a bunch of fires
throughout the place. He leaves you to deal with the flames, which we will
get started with once Stuffwell tells us about shooting water. Toss the
babies, and have BM stand in front of the fountain. As long as he's there,
the water will cumulate inside him until he's got nine shots worth. BL can
hit him with his hammer to make him spit the water forward; this is what
we'll be using to put out those fires. Start with the flame directly across
the bridge, then proceed. You'll be greeted by a possibly familiar face in
the next area; Pidgit! Some of these guys carry a sack into battle, and if
you can defeat them before they flee, you'll get some coins. The nearby
blocks contain a coin and 8 Smash Eggs. Up in the clouds, you'll find some
beans, coins, more crummy Smash Eggs, and a 1-Up Super. In the next area,
you'll find that you can't reach any of the ledges by jumping or throwing
babies, because they're just way too high. Transparent blocks sit by each
one, offering a way up if one can make them solid. So, go to the right and
toss the babies onto the spring you come across, sending them into the
clouds. Things of interest here besides the fountain are the Heart Pants in
the upper left; the babies can equip them and get a boost in both their HP
and defense. Now, gulp down some water and align yourself with the pipe the
arrow is pointing at. Spitting into it will shoot the water downwards and
onto the flame below, extinguishing it, giving you access to a red ! block.
Hitting this will solidify one of the blocks to the left, allowing you to
climb onto one of the ledges. Mosey on over there.
The block merely gives way to a bridge into the next area, where you now
have two fires to put out. Grab the coins and mushrooms, then tunnel the
babies under the gate by the holes in the wall. Take two gulps of water from
the fountain, and shoot them into both hollowed-out trees. With the fires put
out, Mario and Luigi can use their spin to travel, starting at the bridge,
across the platforms and hit the green ! block. Another one solidified. Time
to mosey again. Hopping up the green block will present two paths; one of
which cannot be taken until you hit the third and final blue ! switch. So
it's off to the right, where you'll eventually come to a room with four
different pipes suspended in the air, three of which have an arrow,
indicating that we can reposition it. Hit the blocks repeatedly until they're
positioned in such a way that the water can flow down from above, into the
blue pipe, then travel through the three yellow pipes and onto the flame,
dousing it. Once again the babies must take to the clouds, but for once there
are no beans or Gnarantulas up here; just a fountain. Fulfill your fireman
duties and hit the block; now you can further ascend the cliffs. On your way
into the next area, you can nab some Green Shells, and encounter a new,
rather stupid looking, enemy. What happened to the Spear Guys?? I want my
goddamn Spear Guys back! Not these.. these FREAKS!
Taking the pipe down will bring up a new map that doesn't appear to be
very intricate in design; however, there's another fire that must be dealt
with. The next area has a few ledges with very large gaps in between them,
making them impossible to jump across. But notice the whirlwind up there?
Those privy to SSS will remember that these gaps are crossed by spinning as
the adults into the whirlwind, which will build up your speed and greatly
increase your flight distance. Leave the babies behind for now and spin
across to the other side, catching a quick glimpse of Kamek as you do so. If
you fall in this next area, you'll have to go all the way back and use the
whirlwind again; you might as well jump down anyway, to get the Green Shells
from the chest and to take out the enemies. Bring the babies over there and
hop on the spring, taking you to a cloud for an alternate route for them.
Have them wait on the cliff over there while the Bros. spin their way to
them. Head up, then use the spin to gross the large gap and hit the purple
! block to move the ledge on the right down some, unveiling a gate to be
tunneled under. Inside is a passage leading to a spring, taking you back to
the surface, where a fountain awaits. Have a drink, then drop back down and
position yourself on the narrow walkway so that BL can get a whack in, and
put the flames out. Kill the birdies on their carpets for the EXP, nab the
1-Up, and press onwards. You're almost done... In the following area, you'll
want to send the babies up into the clouds and through to the other side, as
they can't do anything about the gap. The adult Bros. must time a spin so
that they make it to the whirlwind as it comes near, and can then make the
entire distance with the extra air time. Along the way, the babies can pick
up some Super Mushrooms, more Smash Eggs, and three Cannonballers. Have you
been digging up all of the beans up to this point? I've got 16 of them thus
far, and soon you'll be happening upon a plethora of them. Make a habit of
it... Once you cross the gap, step on the switch to open the doors, and
before you take a step any farther, SAVE. Much to our disappointment, Baby
Bowser narrowly avoids choking to death, and we get on Kamek's nerves for the
last time. The babies scarf down a mountain of Yoshi Cookies in mere seconds;
little fat plumbers already in the making. Now we've incurred Kamek's wrath,
so he sics that Evil Cow of his on us. STINKY BABIES!
BOSS: KAMEK
HP: 450
EXP: 130
Coins: 50
Kamek's primary means of attack will be producing spiked balls with his wand
and then raining them down on your party. As soon as his turn begins, he'll
hop onto his broom, then start firing bursts of the transform-o magic his
generation of baddies are known for. He'll fly directly in front of the Bros.
he plans to hit, so there'll be no confusion as to where the balls will land
once they come from the top screen. Hit them away with your hammer before
they connect, and they'll sail into Kamek for some damage. He'll also produce
mushrooms with his wand, too; if you spot one of these, don't swing your
hammer at it; otherwise it'll heal him. Let them fall onto you and they'll
replenish your own health! Following every one of his attacks, if he hasn't
any in his possession already, he'll create four clones of himself; now, you
can try and jump on two of them and see if they're the real deal; the fakes
will simply vanish, but you can also use an all-hitting attack like the Bro
Flower and rid of all of them at once. I prefer to keep them around, for
all five Kameks will attack, meaning the real Magikoopa will suffer a lot
of damage from repeated counterattacks, or you'll receive a lot of health
recovery. Obviously, the counterattacks will give away the real Kamek, so
wail away on him afterwards. If you knock him from his broom, he'll summon
up a fireball to travel along the ground at you, starting up by Mario. Jump
it with both brothers, then be prepared to swing your hammer- sometimes, the
fireball will strike Kamek and set him on fire, rather than simply go
offscreen. If this happens, Kamek will charge at you very quickly. You have
no time to raise the hammer once he starts running, so be prepared the moment
the fireball connects. He has no other attacks in his arsenal, and will climb
back onto his broom once he's conjured up the fireball. Use your trusty
Cannonballers once again when you're sure you're hitting the real Kamek; four
of them, in addition to all the counterattack damage, should be enough to
finish him off.
Continue right past Kamek's fallen body, and soon you'll encounter BB
again, having gotten himself into a dead end. He'll eat your Cobalt Star
shards to spite you, but before you can force him to spit them back up, your
best pal Yoob will show up again, trying to climb up the side of the cliffs
to get at you. UFOs fly by and notice you, then give Yoob a hand by firing a
growth ray at him and greatly increase his size. It's only a matter of time
before he snatches you with that tongue of his, and since BB and your
precious shards have now been swallowed, you don't have much of a choice.
Once you land from your esophagus free-fall, Luigi will silence the babies
with his last remaining Yoshi Cookies while Mario sleeps off his
unconsciousness. He finally wakes up, and Stuffwell pops out to say
something I've already forgotten as I was typing the previous sentences, so
it won't be included here. Woo! Send the babies up the spring, and you'll be
set to explore pink, squishy interior of our Yoshi devourer.
[8.2] Intestinal Distress
OOOOO Inside Yoob's Belly OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Super Mushroom (3) OOO
Mushroom Drop OOO
Super Drop (2) OOO
Green Shell (4) OOO
Ice Flower (9) OOO
Smash Egg (3) OOO
Cannonballer (10) OOO
1-Up Super OOO
Puffy Trousers OOO
Coins: 234 OOO
Enemies: Bully OOO
Dry Bones OOO
RC Shroober OOO
Sunnycide (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ENEMY ATTACKS & STATS:
Bully- HP: 46 EXP: 17 Coins: 6 Drop: Ice Flower, Green Pepper
Weak: Ice Resist: None
These will be fought mainly while the babies are exploring on their own.
Their attack is a simple charge towards the babies, continuing off of the
screen, and then charging again them from behind, back to their original
position. The thing is, though, attacking them fills them with rage and
boosts both their speed and attack. Attack them twice, and they'll be
furious, hitting with great force and moving extremely fast. The best way
to handle them is focusing on one and getting rid of it before it has a
chance to move. If they do get into their pissed-off state, though, be
ready to jump over them, and immediately jump again after you land, to
avoid the second pass. Otherwise, wait a good second or so before jumping
again, since they move rather slowly.
Dry Bones- HP: 53 EXP: 32 Coins: 7 Drop: Super Mushroom, 1-Up Mushroom
Weak: None Resist: None
Their attacks work just like the hammers thrown by the Hammer Bros. you
fought earlier- jump as the bones are hitting the ground in front of you,
and they should simply bounce underneath you. If it makes a hop before
throwing the bone, stand still, and the bone should sail over your head.
They'll throw anywhere from 2-3 bones; spinning their head around before
attacking means they'll go after Luigi. Chomping their jaws means they'll
go after Mario. They won't throw at the same person twice in a row.
RC Shroober- HP: 58 EXP: 26 Coins: 8 Drop: Cannonballer, Ultra Mushroom
Weak: Ice Resist: None
Shroobs that attack you not with lasers, but with remote-controlled toys
of sorts. Their attack depends on the number of antennae that sprout from
its head; two, and it'll send a UFO over your head, trying to beam you up
into it. Charge up the hammer and whack it as you get close. Their second
attack, indicated by a single antenna, is a bit trickier; a small robot
will appear and rove quickly in circles around the Bros., making anywhere
from 1-3 passes. When it begins to glow, it'll explode once it's finished
making its pass. If the Shroober hops before summoning the robot, though,
the bot will pause in place before zipping at you, so don't jump right
away. If they face the screen upon sprouting their antennae, the attack
will go for Mario, or Mario first in the case of the robot.
First, take the time to tunnel and dig up the beans in this large room-
there's an absolute plethora of them. Fifteen, to be exact. Right as you
emerge from the hole, you'll find a Yoshi, trying to push a huge Chomp Rock,
all by itself. Apparently, pushing a rock down into the hole will clear a way
through Yoob's stomach, currently blocked. You won't be helping him, though-
instead, you're going to get a bunch of Yoshis to provide some assistance.
That means rescuing the lot of them from various plights inside this place.
Bring the adults up with the nearby pipe, then go to the various arteries
and toss the babies into them. Inside them are 100-coiners, a 1-Up Super, a
meaty little psycho named Bully, and most importantly, a piece of fruit. The
fruit is not for you to eat, but to give to the yellow Yoshi sprawled out at
the top of the room. Feed it to him, and he'll join the other Yoshi behind
the rock, providing a little more muscle. If you're injured in any battles
here, there's an HP-replenishing block conveniently in this room. Save your
Mushrooms. You'll notice there are five rooms branching off of this one;
start with the one on the left, past the save point. Inside is a red Yoshi,
cowering in fear while a Shroob torments it with a little robot. Have Mario
jump on it, and the Shroob will attack you; defeat it, and the Yoshi can
join the others in pushing the Chomp Rock. We'll hit these rooms clockwise,
so next up is a room containing a blue Yoshi trapped in an enclosure, with
something resembling a strand of DNA above it. To the right is a block with
two Super Mushrooms and a pair of switches, which will activate once the
babies match the colors of the two pegs nearby- blue, then yellow. Doing so
opens up a hidden room for the babies to tunnel into, with two levels lined
with switches. Positioning the adults in front of the chain of pegs so you
can see, hammer the switches until every color is exactly as it appears on
the strand. For those extremely stupid people, the two levels should look
like this:
Top: Blue, blue, yellow, yellow, red, blue, red, yellow.
Bottom: Yellow, red, blue, red, yellow, yellow, blue, blue.
Once you've completed the puzzle, head inside and talk to the Yoshi, and
it'll join the others. Next room to the right- this one has no Yoshis, but a
bunch of cows to be slain, and several treasure blocks to open. Of interest
here are some new Ice Flowers, and a pair of Puffy Trousers for the adults,
offering both an HP and attack increase. The next room on the right contains
a large bed of spikes, with a lone pink Yoshi trapped on a block of tissue in
the center of it. Tossing the babies onto the nearby springs will send you to
a room filled with holes dropping down into the spiked area. Grab some more
Ice Flowers up here, then drop down the third hole from the left. Hit the
switch with your hammer, and a bridge of tissue will form; the Yoshi will
leave automatically. If you want a bean, drop down the last hole on the
right, but the adults will have to summon you back with the pipe. Once you're
finished in there, you can enter the last room, on the far right, containing
another RC Shroober terrorizing a light blue Yoshi, this time with a flying
saucer. Tunnel the babies through into the hidden room, and have BM take a
few gulps of water. The idea here is to fire droplets of water into the
bottom screen through the opening in the tissue, timing them so that they hit
the UFO buzzing about. Each shot amusingly startles the Shroob, and it'll
take two hits to bring the saucer down. It'll crash into the wall, blowing
open an entrance for you to get at both the Yoshi and the Shroob itself. Be
sure to bring the babies back out before you head in there, as taking one
step inside will alert the Shroober, and it'll attack you. Defeating it will
calm the Yoshi down, and it'll provide the muscle needed to finally push the
Chomp Rock down the hole, where the intestines or whichever region this is
gets painfully stretched open. See Yoob's reaction? Heheheh. The new passage
contains some Cannonballers, a 1-Up and some Smash Eggs, as well as some Dry
Bones and RC Shroobers. At the end is a pipe, leading into the next area.
In this large room, you'll witness a Yoshi being pulled into some sort
of machine full of suds, then churned out onto a conveyor belt into an egg.
Apparently this is a factory for turning Yoshis into eggs, but for what? To
eventually hatch into Yoobs? For some other creature's nourishment? Either
way, there are a lot of RC Shroobers here to be destroyed, as well as some
more Bros. Items and a Mushroom Drop. Unlike the stomach, these rooms don't
branch out all over the place; the exit is in the lower left, bringing you to
a room full of shattered eggshells, and four Yoshis already working on
another Chomp Rock. Send the babies onto the spring, then take a few gulps of
water from the fountain. Now, using the adults, smack the eggs inside the
blocks from underneath to send them up to the babies, and be ready to blast
them with water so that they break open on the gray dangly-thing. Position
the babies up against the wall to have the best shot at them. I've found
that waiting until the eggs are about to drop back down the best time to
fire. Cracking both release two Yoshis, and they'll both immediately run over
to help push the egg away from the opening. The blocks to the right contain
50 coins and some more Super Mushrooms.
The next room has no puzzles; only enemies and treasures, the only new
one being two Super Drops, down in an artery. Can't complain with the Bros.
Items, though. The downward path leads only to a safe haven for the Yoshis,
two beans, and another 4-Bros. coin block, like the one in Vim Factory.
Stand on the blue switch to access the next room, where we find Toadbert, one
of the Toads that was with Princess Peach the elder, and was attacked by the
Shroobs when the time machine had landed. Toadbert seems to have suffered a
bad case of memory loss due to the attack, as he doesn't know his name, and
has no recollection of the events that took place. He does, however, have a
very faint recollection of something, which he drew a picture of. The
drawing itself is horrible, resembling Peach holding a star above her head,
and an ugly villainous type in a single piece of clothing and what looks like
a cross between a crown and a hat. It's also badly smudged in dirt, or..
something. All Toadbert knows is that he woke up on Yoshi's Island, and was
soon eaten by Yoob. He's now trying to rescue the Yoshis trapped inside the
eggs, thinking they'll be reborn as monsters if something isn't done quickly
enough. Problem is, there's a monster in the back, guarding the exit. Exit he
says.. great. So, now Mario boldly volunteers to take this thing out, so the
gang and the Yoshis can squeeze out the poopchute. Show your moves off to
Toadbert, and be on your way. Take the opportunity to save, then enter the
next room, where you'll confront an egg-like creature speaking in Shroob.
Luigi's attempts to take the pussy way out fail, twice, thanks to an egg-
beaning. And whaddya know... the egg contains none other than BB, demanding
your help. If you don't, there won't be any adult Bowser to harass you in the
future- oh, wait. This game is one huge time-paradox in itself. So, who cares
about him? Either way, this guy will attack you regardless, so prepare to
deliver a beating.. or should I say scrambling? =P
BOSS: SUNNYCIDE
HP: 500
Weak: Fire
EXP: 260
Coins: 150
Win: Super Drop
Your first goal is to break open a total of five eggs, which will each
release Yoshis, who will climb up to the top screen and try to push a
Chomp Rock onto Sunnycide. You can't do anything to him now, so just
concentrate on attacking the eggs. While you're doing this, Sunnycide will
either grab eggs and lob them at either brother, which can be avoided by
jumping as soon as his tentacle lashes at one, or by inhaling one of the
Bros. into his mouth. Have your hammer ready, and release when you're close,
but not close enough to strike his bandaged uvula (or whatever the hell that
thing is). Why? The pull of his inhalation will make up the distance needed
to be within striking range; get too close, and you'll be sucked in and lose
some HP in order to replenish his. Don't worry if he uses up all his eggs;
he'll constantly refresh his supply as they run out. Once the Yoshis nail him
with the rock, he'll be knocked onto his side and susceptible to big damage.
Here's where you need to be careful, though- a chain will drop down to him,
and as soon as he yanks it, a hole will open up and that bro will fall down
it. This causes dizziness, so avoid it by jumping as soon as he pulls on the
chain; you have about a split second to react after he does so. The area
around the targeted bro will throb before opening up; you can tell who will
be swallowed up by the tentacle he uses to pull the chain. Otherwise, he'll
attack by turning the room dark and sending Boos after you; have your hammer
ready and wail them once they're in front of you. Sunnycide has a weakness to
fire, but you'll still obtain bigger damage by wailing on him with your
Cannonballers. After two turns of wailing on him, he'll jump back to his feet
and you'll have to repeat the egg-cracking process. I took him out in 5
Cannonballers and one Fire Flower, though the last CB might've overdone it.
After the battle, a bunch of eggs and Baby Bowser will drop through the
colon, and a horde of Yoshis will jog in and do the same. There's nothing
left for you to do, so out his anus you go, too. They even show the great
escape on the top screen, in case you weren't aware of your choice of exit,
too. Nice of them, wasn't it? Stuffwell appears, and we look up to see Yoob
doze off, still clinging to the side of the cliffs. Awwwwwwww.
Back in the village, we find Baby Bowser spreading a false rumor, in
which HE saved all of the Yoshis. They begin to hail him, as he scarfs down a
mountain of Yoshi Cookies.. and then our heroes show up, and BB quickly
gobbles down the remaining cookies before spitting up the Cobalt Shards.. and
being punted into the stratosphere by them. Gotta love Yoshis, but they're..
idiots. Toadbert sets them straight for you. "Yay!" Without much of a choice
or even a goodbye, you're hurtled back through time and into the castle. Have
a quick chat with E. Gadd and explain things to him, and you'll learn of a
new time hole, one which leads to the Shroob Castle, which we can't enter due
to the place being heavily guarded. Now why did they waste our time to bring
it up, then? Eh, whatever. You'll notice the Toadsworth icons on the map,
meaning we have a new skill to learn, but first head to the shop, as it's
closer. Buy two pairs of Shell Slacks and Egg Pants, and you're good to go.
You should have a lot of excess crap in your inventory, now, so it'd be a
good time to sell it. Particularly all those pairs of pants, and the Smash
Eggs. Also, I'd recommend buying two Big-POW badges and equipping them on the
adults. Until the shop stocks something better, you can receive a very nice
attack boost lasting several turns just by scoring an easy "Great!" during
any use of a Bros. Item. They'll help you make even shorter work of the
bosses, so go ahead.
Once you're finished your transactions, head to the gardens and learn to
do the Bros. Ball. Not only will this allow you to reach the next time hole,
but you can now spin the cog indicated by the ? on the left of the map. Doing
so will lead to the sewers underground, housing a large number of 100-coiners
(gotten via tunneling of course) and Goombas, as well as some pretty powerful
healing items you won't have a need for just yet. You'll also find a
mysterious figure down here for the first time, and those of you that know
who he is will want to track him down... You won't NEED to pay a visit to
this guy until much later in the game, though. Head to the sewers if you want
to get this out of the way first.
To proceed with the story, now, take the staircase on the left side of
the map, up into the second floor. See that big, cris-crossing staircase in
the middle? Head there. Ditch the babies, then hit the purple ! block, and be
ready to curl into a ball and roll up the stairs. You have more than enough
time to make this trip; it isn't the slightest bit difficult. Hitting the
block at the end will drop the gate, making way to the next time hole. Hop
in, and it looks like our next target is.. ..Gritzy Desert.
OOOOOOOOOOOOOO[9] Too Much SAND OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOO Gritzy Desert OOO
OOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Super Mushroom (4) OOO
Ultra Mushroom (2) OOO
Max Mushroom (2) OOO
Super Drop (4) OOO
Ultra Drop (3) OOO
Refreshing Herb OOO
1-Up Mushroom (2) OOO
1-Up Super (2) OOO
Red Peppers (2) OOO
Green Shell (6) OOO
Ice Flower (15) OOO
Pocket Chomp (17) OOO
Secret Jeans OOO
Big-POW Badge OOO
Cash-Back Badge OOO
Risk Badge OOO
Coins: 527 OOO
Enemies: Shrooba Diver OOO
Pokey OOO
Bob-omb OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ENEMY ATTACKS & STATS:
Shrooba Diver- HP: 70 EXP: 32 Coins: 8 Drop: Super Mushroom, Blue Pepper
Weak: Ice Resist: None
These guys have a bunch of different attacks, all of which are easy to
avoid, once you recognize them and get a feel for the timing. First are
its attacks which you can actually counter- swimming towards the brothers
quickly, looping around so that it makes a pass under each one; simply
jump once it gets close. The other is diving out of the sand and into the
air, coming back down on either bro; have your hammer charged and ready
as it's shooting up, then swing as it comes down. The other two involve
pulling objects out of the sand and throwing them at you quickly. If it
brings up a spiked ball, leap when it throws it, and it'll bounce
underneath you. If it pulls out a Cheep-Cheep, stand still, as it always
bounces overhead. With its swimming attacks, they're always preceded by
diving under and are executed quickly; look at what the intended means
of dodging are (either the jump or hammer command) to figure out what's
coming.
Pokey- HP: 55 EXP: 36 Coins: 10 Drop: Green Shell, 1-Up Super
Weak: None Resist: None
Unlike other Pokeys, these can be leapt onto and damaged. Their attacks
are pretty annoying at first, at least when you haven't learned the
timing or what they're capable of. If Pokey spins its lower segments
around, you'll be targeted with a rapid-fire needle attack for
however many parts that remain; three needles per segment. They're
fired in quick succession, and avoided by jumping as soon as the first
needle is fired, then again as soon as you land until all shots have
missed. An easier attack to deal with is when it bounces all of its
parts towards you; they're fired one at a time and overhead, for you to
whack away with your hammer. Provided you don't fudge the hammer timing,
these are easy to deal with. Their last attack is impossible to avoid if
their bodies are complete- a simple charging towards you. You can knock
parts of their body away with the Green Shell, or the babies' hammers
when they're alone.
Bob-omb- HP: 35 EXP: 30 Coins: 5 Drop: Pocket Chomp
Weak: None Resist: Fire, Ice, Mix
These little guys have only two attacks: tackling and exploding. When
they run towards you, take a tiny hop, stop, then run again; jump a
second after they hop, and they'll run underneath you and be stomped on.
If they turn their bodies a little after stopping, though, they'll run
towards the other character; I rarely see this, but be ready for it.
Now, if they light their fuse before charging, they'll move more quickly
and simply explode when they get underneath you. This time, though, you
want to jump as they're moving into you, because unless you're at the
peak of your jump when they detonate, you'll be hurt. They have another
method of exploding on you- moving up and down in front of the Bros.,
then running in and blowing up. You counter this by having your hammers
ready, and whacking it once it's passing in front of you. Don't hesitate,
because it won't move that way for long.
As you first enter the desert, you'll find a stone pillar with an Ultra
Shroom, accessible via baby toss, and a blue switch in front of some sort of
stadium.. a koopa complex of sorts, judging by the headmount and the
shell-pillars. Anyways, standing on the switch will swing the doors open, and
alert a swarm of Shroobs, who will come stampeding out in legions after you.
Our heroes run and hide, losing them for a second, but the babies dumbly
leave the hiding place, and as Luigi goes out to grab them, they're spotted
by a lone Shroob and he gives chase. Kylie pops out from a pillar of sand and
has a chat with Mario; apparently the Shroobs are having a gathering in that
stadium we opened, a celebration of the overtaking of the Mushroom Kingdom.
Not only that, but Princess Shroob is supposed to be at the head of this
celebration, as well as an appearance from another princess. One believed to
be of royalty.. and wears pink. Now who could that be? Mario explains the bit
about Peach's abduction, and Kylie thinks his story doesn't hold water, but
whatever. She'll leave us, mentioning something about the crystal shell in
the area we began, saying the four turtle heads are linked to it somehow.
Now, before you go wandering around looking to solve puzzles, let me
mention that they'll requiring not only splitting from the babies, but
wandering far from them as well. On that note, I like exploring the areas
first, to clear out all the enemies and grab whatever items and beans I can.
This is so the party stays relatively close together in experience, and the
babies won't get into any battles in which they're biting off more than they
can chew. Not that the enemies here pose a particularly serious threat, but
anyways.
Your immediate location, where you spoke with Kylie, contains a few
treasure blocks with Herbs, 1-Ups, and 50 coins, gotten via the adults'
spin. The next has a large number of enemies, most of them Pokey, and also a
plethora of items, primarily Drops and Bros. Items. You'll find some of the
blocks are positioned above pillars you have no way of reaching; these can be
nabbed later in the game, if you return with a certain Bros. skill. The
script itself won't call for you to return here, so it's up to you to
remember. Anyways, the next room downwards has a contraption for you to
familiarize yourself with- the cannon. Mario and Luigi must roll themselves
into a ball, and then roll into the yellow cannon on the side. The cannon is
fired by hitting a switch with the hammer; but where is that switch? You'll
find it by throwing the babies into the nearby pipe beforehand. That switch
will light up only once the adults are inside the cannon. Don't fire them
to the other side just yet, though. Head back the way you came, then up into
the next area, the upper-left corner. More goodies that must be spun to, and
an ever-increasing number of divers and Pokeys that we must tear apart. In
the pipe is a pair of Secret Jeans, equippable by the babies; it lowers
defense in exchange for more speed and stache. Equip them if you don't mind
the little cut. The next area on the right has another Bros. Ball challenge;
the adults must roll along through the walls of cactus and make it to the
purple ! block in time. Not a difficult feat at all, and you'll pass by some
bean spots for the babies to dig up, so have them walk the distance to the
adults once you've finished and pick them up.
The next area has a lot of Bob-ombs, hyperactive little things that will
appear in groups of four, or three with another Shrooba Diver. There's a Big-
POW Badge in the pipe in the lower left, as well as our first batch of
Pocket Chomps, in one of the treasure blocks scattered about. Eradicated
everything here? Good; just one more area to go. Head down and deal with the
Bob-ombs, grab the items you wish, and now you're ready to take out that
crystal by the entrance to the stadium! Abandon the babies in the lower-
right area of the desert, by the Dry Bones statue. With the adults, make the
long yet necessary trek back to the upper-left, where there's a Dry Bones
directly across from it. Use the Bros. Ball; it makes the trip much faster.
Once there, initiate the ! block sequence with Mario, and once Luigi
hits his block, the other block, all the way on the other side, will light
up; you have a generous 9 seconds to bring the babies up on your screen and
hit the blocks they're standing underneath. Once you've done this, the two
Dry Bones will concentrate a beam onto the crystal. With those out of the
way, you have one more to take care of, so head down with the adults and
up with the babies into their respective areas and do the same thing with
the other two Dry Bones statues. Now you've shattered the crystal, exposing
a purple ! block! With the adults, head back to the area with the stadium and
use the pipe there to summon the babies, and throw them up onto the pillar.
Once they hit the block, a corner of the stadium will drop down, which you
can use to climb up onto the roof. A few items worth nabbing here.. once
you're ready, climb to the top and enter the opening. Take the pipe down to a
save point and a switch; compressing the switch lets you into what appears to
be a spectator's floor, with windows arrayed here and there. Kylie seems to
have found her way in as well, and informs us that Pricess Shroob will be
arriving any minute. She suggests you all take a peek through one of the
windows...
[9.1] And our Special Guest is...
OOOOO Koopaseum OOO
OOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Ultra Mushroom OOO
Refreshing Herb (2) OOO
Cannonballer (3) OOO
Adult Trousers OOO
Pep Badge OOO
Coins: 70 OOO
Enemies: Shrooboid Brat (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Before you is a crowd of hundreds, THOUSANDS of Shroobs, all of them
abuzz, anxiously awaiting the arrival of their leader, Princess Shroob. One
of the four Shroobs onstage steps forward and addresses the crowd; a cheer
breaks out amongst them. Then, as the lights dim and the stagelights turn on,
the Shroob's Mothership slowly descends over the stadium, and in a beam of
light, Princess Shroob is lowered to the stage amidst thunderous applause and
cheers. The lights turn back on, and Princess Shroob begins to speak; each
sentence is followed by a roar from the crowd. She screams and raises her
arms, getting a rise out of them; moments later, a lone voice screams out
over the audience.. ..in English. A lone UFO flies high above the crowd,
carrying Princess Peach underneath it! It hovers over a pipe before the
audience, and as the audience chants, a familiar beast emerges from the pipe,
hungrily snapping its jaws. One final chant, and the UFO releases Peach, her
body falling only a foot before being eaten alive by.. Petey Piranha. The
crowd is in an uproar, and Princess Shroob cackles evilly with them...
Mario and Luigi are shocked by what they just witnessed, and turn to see
Kylie to the left of them, bound up by Shroobs! Woo, she won't be getting in
our way for a while! Our heroes are now left alone to explore. To the far
right is a room with a 4-man coin block; to the left is a room with a purple
! block, which when activated drops the ledges down to a height we can reach.
While the opening is small, it's not meant for the babies- roll the adults
into a ball and go underneath, then stop as soon as you've cleared the
opening. Now, spin across the spikes and roll all the way down through the
obstacle course (it doesn't matter if you fall between the pegs, though you
really have to be doing something wrong in order to), and hit the pipe in the
next room to bring the babies down with you. There's 50 coins in that block
if you want 'em, and some Cannonballers and Refreshing Herbs in the next
room, as is our next puzzle- another maze in pitch darkness, aided by the
huge shine block. The pathways get really, really narrow here, so walk
carefully. Keep in mind there are two different locations where you must jump
across the spikes, from one path to the next. Also in this room are 20 coins,
an Ultra Shroom, a Pep Badge, and a pair of Adult Trousers. The Pep Badge is
definitely worth getting, making the wearer immune to status ailments, and
the trousers are the adult version of the Secret Jeans you got earlier.
Anyways, once on the other side, pound the switch with the hammer, and you'll
open the door into the next room. Head up and save, then step onto the
platform and you'll be taken up...
...up onto the stage, surrounded by thousands of Shroobs, not to mention
the Princess herself. The Shroobs onstage open fire, but the Bros. are quick
to act; Mario and BM take out the first pair, while Luigi and BL.. well,
Luigi is of course thrown about, as the developers seem to enjoy harming him
physically whenever the opportunity arises. Suddenly, one large freak of a
Shroob swings over the crowd on a rope. The audience of Shroobs go crazy, and
Princess Shroob barks something in her adorable gibberish at the freak. The
little ones have since dragged the man in green back to the center stage,
just in time to attacked by a lollipop. Of all things. "BABIES!"
BOSS: SHROOBOID BRAT
HP: 900
EXP: 180
Coins: 100
This guy has a lot of HP, but if you've gotten the Big-POW badges I told you
to, then this will only take a few turns. Open right away with an Ice Flower,
and use it until you get a defense-down on him, then wail away with either
Pocket Chomps or Cannonballers. You can rack up more damage with the Chomps,
provided you've got quick fingers and don't make any mistakes. Otherwise,
just wail away to the tune of 180-200 damage a pop with the cannon. If his
def-cut wears off, don't worry about using another Ice Flower, since you've
still got your strength boost, and he should be at less than half HP by now.
Now, his attacks- their targets will always be chosen by the audience of
Shroobs, holding up signs with either an M or an L. The initial, NOT the
color, will determine who is attacked, as midway through the Shroobs will
change their signs to try and confuse you. To avoid his lollipop, which
packs a nice wallop, jump as soon as he rears it back to throw. His other
attacks involve eating items tossed by the crowd and spitting them out at
you- deflect them with the hammer; their timing won't differ per item, so
this is easy. If he eats a regular Mushroom, he'll spit out a poisoned one,
but if he eats a poison shroom, he'll spit out a normal one. Let these hit
you to replenish some HP. These attacks will often inflict the ailments
paired with them, so don't screw up with the hammer. Without the loss in
defense, your perfect Cannonballers will only deal around 120-150, so the
Ice Flowers do make a difference. 3-4 turns of this, and the Shrooboid brat
is a goner.
The Shrooboid has been humiliated in front of thousands of its kind, but
the Bros. have merely leapt out of the frying pan and into the fire, as
they're still surrounded by their enemies. Rather than kill them on the spot,
though, the Princess merely calls a group of them to surround them, and on
her word, pull out friggin' HAMMERS; yes, aliens commonly come equipped with
hammers, which they use to smash a hole in the floor underneath the heroes,
sending them into the depths from whence Petey Piranha came. Watch the
somewhat amusing scene with Luigi and the babies, then press on...
[9.2] Little Cave of Horrors
OOOOO Gritzy Caves OOO
OOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Ultra Mushroom OOO
Super Drop (2) OOO
Ultra Drop (2) OOO
Green Shell (6) OOO
Bro Flower (12) OOO
Cannonballer (3) OOO
Smash Egg (3) OOO
Pocket Chomp (3) OOO
Trampoline (13) OOO
Red Pepper (1) OOO
Green Pepper (2) OOO
Dire-Free Badge OOO
Big-DEF Badge OOO
Big-POW Badge OOO
Coins: 628 OOO
Enemies: Dark Boo OOO
Snifaro OOO
Bob-omb OOO
Elite Boom Guy OOO
Petey Piranha (Boss) OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ENEMY ATTACKS & STATS:
Dark Boo- HP: 63 EXP: 20 Coins: 6 Drop: Trampoline, 1-Up Mushroom
Weak: Resist: Fire, Ice, Mix
These guys fight exactly the same way as the original Boo enemies found
earlier in the game, only they're now much faster. In addition, when they
attack from behind, if you fail to avoid them, they'll steal one of your
items, whether it be healing, Bros. or so on. Jump as soon as they
appear. Not much else to say about them, though you'll get your item back
if you kill, er, exorcise them once they have it.
Snifaro- HP: 90 EXP: 50 Coins: 10 Drop: Trampoline, 1-Up Mushroom
Weak: None Resist: None
More interesting variants of Snifits are back! This time, the sarcophagus
dwelling Snifit attacks by sliding open its door and firing two shots,
one from its headpiece, and another from the Snifit inside. The order of
the shots depends on the way the sarcophagus door slides open; if the
door slides right, don't move, and the shot will fly past, then jump; if
the door slides left, jump over the shot and you'll avoid the second.
These guys also attack by leaping onto the sarcophagus itself and riding
it like a rocket, up into the top screen and then looping around to
charge at either brother. Jump onto them as they pass under, and they'll
take damage.
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