Mario And Luigi: Partners In Time - Strategy Guide (Page 06)
Below are the cheat codes, hints and help for Mario And Luigi: Partners In Time - Strategy Guide (Page 06).
Love Bubble- HP: 95 EXP: 130 Coins: 10 Drop: Smash Egg, Max Mushroom
Weak: Fire, Mix Resist: None
These little turds have the ability to heal their allies, so get rid of
them first. Otherwise, their attacks are easy to spot and easier to
dodge- it may fly onto the top screen and poke one of its feet out; when
it does this, jump as soon as you hear the little whistle, for it will
dive-bomb your location extremely quickly. It will also fly between the
two Bros. and poke one of its feet out; if the bubble is low to the
ground, jump with the brother it targeted, then jump quickly again with
the other, as it will pass through you both in a circle. If it does this
but is flying much higher, jump ONLY with the brother it targeted, as it
will make a low sweep, then immediately fly above the other. Lastly, it
will swirl around the two Bros., picking up speed, then eventually
crashing into one of them; simply swat it with the hammer as it passes in
front, and the attack will stop.
Wonder Thwack- HP: 100 EXP: 30 Coins: 4 Drop: 1-Up Mushroom, 1-Up Super
Weak: Fire, Mix (green), Ice (reds) Resist: Ice (green) Fire, Mix (red)
The standard Thwack, only now glowing with energy. Their attacks remain
the same, only they are MUCH faster, and will summon much more of them
if they decide to do so. Be warned that their overhead attack cannot be
countered immediately once they stop; they'll be too high. Wait the
briefest of moments before swinging, and you'll wail them on their
descent. Keep in mind they'll still explode if you haven't finished the
battle after some time. Reds are weak to ice; greens are weak to fire.
You'll notice a bunch of blue paths going every which-way, leading all
over the place, eventually connecting to one of the rooms; you don't actually
traverse these yourself. Rather when you enter a doorway you'll be whisked
off to wherever that particular door lead. That said, save your progress,
then head through the door right in front of you. You'll be greeted by a
Piranha Planet; destroy it and continue through the next door. Upon entering,
you'll find a Cobalt Star shard encased in glass over on the wall, with a
blue pad in front of it; compress it, and it'll break free for your
retrieval. At that moment, a Lakitu will fly in with Toadbert and Kylie, and
the two of them bear big news. For one, Toadbert was holding a star shard all
along and didn't realize it, but then tell you that restoring the star will
still make defeat of the Shroobs impossible. Why? The rest of the Cobalt Star
is brought out, and Toadbert screams for them not to come near him; he then
flees the room in a hurry. What's gotten into him? Kylie runs after him, and
the star tries communicating again; something about a stronger power being
closeby. BACK TO ADVENTURE!
Through the door and into the next room, there'll be a long row of red
blocks to the right, gradually climbing higher; ignore these for the time
being and head to the left, where you'll find some fans and a maze of tiny
crevices; you know what to do here. Flatten the babies and send them in,
working your way to the hidden passage blocked by a gate at the top. From the
area you start at the bottom, head right, then left at the first fan, then
right at the next fan, yet another right at the fan soon afterwards, then
left at the following fan, then finally, a right at the fan after that one,
and you'll be at the gate. Tunnel inside, and you'll find a switch to be
whacked; activating it will spring a block from the wall, which you'll need
as a stepping stone. There are three treasure blocks in this maze as well,
one of which containing the Hit-Free Badge; this gives unlimited Bros. Items
to the wearer until he takes damage. If you like, equip in on whomever isn't
wearing the Ulti-Free badge. Anyways, once you've activated the switch, you
can climb the tower of pink blocks, using the spin and baby spin when
necessary to bring everyone to the top. On the final ledge, be sure to head
straight up, lest you want to fall all the way to the bottom and start over.
Deal with the enemies up here, then head on through to a save point; I
recommend using it. Compressing the pad at the top of this item-strewn
passage will bring you to a room with the fallen bodies of Toadbert and
Kylie; Toadbert hands you the horrible sketch he drew earlier and tells you
to rub the dirt away, and it'll reveal "the truth." For the first time in
this game, you get to use the stylus! Make sure you do as thorough a job as
possible, because if even the tiniest fleck of dirt is left on the sketch,
you won't be able to proceed to the next point. Stupid, I know. As you clean
it off, you'll reveal a creature similar to the one we already saw,
confronting Peach. But before Toadbert can explain the drawing to you, a huge
alien bursts into the room, turning both Toadbert and Kylie into shrooms.
Rather than shroomify us, however, he wants to give us an opportunity to kick
his ass. Let's take it!
BOSS: ELDER SHROOBOID
HP: 950, then 1150
Weak: Ice
EXP: 1500
Coins: 400
Win: Ultra Drop
A few things up front:
-He can't be jumped on, due to the spikes, obviously, but he'll soon fall
over, exposing himself to them.
-The HP up there is for his first stage, and then his second, when he
increases in size.
This guy likes to attack with fireballs, spiked balls, and ball 'n chains.
For the ball 'n chain, he'll first trap the two of you inside crystals, then
come in swinging the thing; jump constantly as fast as possible to release
yourself from the crystals, then be ready as he smacks the ball towards the
brother that was indicated by the initial; then, be ready to jump again as he
hurls himself towards the opposite brother soon afterwards. He'll blow some
steam before smacking the thing, not to mention fall over, so let him finish;
this is to give you enough time to break out of the crystals. He'll also
approach one of the Bros. and pause for a few moments before twirling through
him; constantly wail on him with the hammer until he backs off. This attack,
as well as his spiked ball attacks will often make you dizzy, so be careful.
The spiked balls he throws will circle around you slowly, much like the Love
Bubble's attack; hit it with your hammer to send it flying. For his
fireballs, simply jump as they bounce towards you; the target is indicated by
the claw he throws them with.
After a few turns of bombarding him with Ice Flowers, his weakness, he'll use
the spiked ball attack and fall over afterwards; now is the time to bombard
him with Copy Flowers. Don't ever hit him with any fire attacks. Once he's
taken heavy damage, he'll stand up and double in size, as well as spit out a
UFO, which produces a timer. If this timer ticks down to zero, you'll be shot
to hell and die instantly, so you can't allow that to happen. How to avoid
this? The spiked balls the Elder throws can be deflected with the hammer,
where they'll fly onto the top screen; if they hit the UFO buzzing around up
there, the timer will reset itself. One thing to remember: Luigi hits the
ball straight up, while Mario will send it at an angle. Keep this in mind if
trying to hit the UFO. Any drops he sustained from your Ice Flowers will be
gone upon the increase, so unleash them against him once more until he falls
over again; then, it's back to the Copy Flower treatment. His attacks don't
change from this point, though they are now more powerful. Every time he uses
the spiked ball attack, he'll fall afterwards, so look forward to it.
Once he's been destroyed, he'll drop the shard that he took from
Toadbert, so you can now claim it as your own. The rest of the Cobalt Star
will return to you, too, which means you can now enter Shroob Castle! Leave
the shroomified ones where they lay; there's nothing you can do for them.
Instead, proceed to the top of the room and simply walk towards the star
door, and it will open; hop into the time hole before you. You'll end up in
the sewers underneath the castle, so make your way back up to the surface,
and you can begin your preparations for the final level.
OOOOOOOOOOOOOO[12] Endgame OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOO Princess Peach's Castle OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
First, go over to E. Gadd and have a quick word with him. He'll remind
you that the time hole to Shroob Castle is on the third floor, and we'll be
heading there in a little while. Now, not only are we going to try to get the
best clothing in the game, but you'll soon find better clothing in the
Shroob Castle, so don't bother spending your money on the Royal Trousers or
Pants at the shop. I will, however, recommend you buy a Lucky Badge and equip
it on one of the babies. You should have two, now. Some like to equip Mario
and Luigi with the Drain and Cure badges at this point, but I'm going to hold
onto my Ulti-Free and Hit-Frees, so if you think that's a better option at
this point, then go ahead. As for Bros. Items, you won't need to invest in
any more assuming you've got the Ulti-Free badge, but otherwise, you'd do
well to buy a lot of Mix Flowers.
Now, I currently have 21 beans, and I need 39 more to buy the Treasure
Badge from Fawful's shop in the sewers. What does it do, you ask? Any time
you defeat enemies using Bros. Items, you "win the items they were using,"
which basically guarantees you item drops. Not only that, it significantly
increases your odds of scoring the much rarer items drops. Any time you use
this badge and kill off the enemies using a Bros. Item, the drops that are
preceded by a trail of stars are items you won thanks to the badge. With
this, you have a much better chance of winning the best piece of clothing
for each of your party members, which are both rare drops from powerful
enemies found on the last level. The best place to get more beans, as I
mentioned earlier, is inside the volcano, Thwomp Caverns; remember where you
played the gem-grabbing game, followed by the slot machine? That's where you
want to go; at this point, "Extra-Burly Mode" will be available, and while
the course is a little tougher and the slots move much faster, it's still
easy to get the timing down for three stars, and win yourself 5 beans. You
can do this for every gem you grab, so in the end you can score a ton of 'em.
I'm going to be doing this myself, and these pieces of clothing make the
otherwise "best" you can find look like badly torn, badly soiled panties, so
it's in your best interest (and not really that much more time consuming) to
take the time to get the beans, buy the badge, and battle the enemies until
you win the clothing. Twice. ...For a little help remembering where to go,
just take the time hole on the first floor, upper-left, take the pipe across
the bridge at the base of the mountain up, climb to the crater and enter the
volcano, and then just follow the first floor all the way to the right.
You'll have to drop down the coin chasm with the babies, then pass a room
full of Gold Koopeleons, and then there you are. If Extra-Burly is too tough,
you can still play normal mode, though it's far more tedious. And lastly,
when you use the Treasure Badge, make sure it's on the faster character, much
like the Ulti-Free badge; it won't take effect unless the WEARER kills the
enemies with a Bros. Item.
Once you're ready, take the staircase on the left or right side of the
first floor, then the second staircase on the left side of the second floor,
and the time hole is in the center of all those Peach statues, indicated by
the hand. As you emerge from the time hole, Stuffwell will pop out, saying
the Cobalt Star is extremely agitated. Without a word from anyone else, the
star destroys the barrier in front of the doors, and pulls them open. You get
one more look at Luigi's cowardice, and then... into the castle!
[12.1] Assault on Shroob Castle!
OOOOO Shroob Castle OOO
OOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Items: Mushroom (13) OOO
Super Mushroom (14) OOO
Ultra Mushroom (10) OOO
Max Mushroom (5) OOO
Super Drop (2) OOO
Ultra Drop (7) OOO
1-Up Mushroom (4) OOO
1-Up Super (8) OOO
Refreshing Herb (9) OOO
Red Pepper (11) OOO
Green Pepper (7) OOO
Green Shell (3) OOO
Bro Flower (6) OOO
Ice Flower (6) OOO
Red Shell (17) OOO
Cannonballer (3) OOO
Smash Egg (6) OOO
Pocket Chomp (10) OOO
Trampoline (6) OOO
Copy Flower (6) OOO
Mix Flower (11) OOO
Space Trousers (2) OOO
Rocket Jeans (2) OOO
Dire-Free Badge OOO
Lucky A Badge OOO
Coins: 1987 OOO
Enemies: Tashrooba OOO
Snoozorb OOO
Soul Bubble OOO
Shroob Rex OOO
Shroobsworth OOO
Shroob Intern OOO
Lethal Bob-omb OOO
Ghoul Guy OOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ENEMY ATTACKS & STATS:
Tashrooba- HP: 125 EXP: 150 Coins: 10 Drop: Ultra Drop, Max Mushroom
Weak: None Resist: None
Faster, stronger, much more evil relative of the Tanoomba. Their shell
and Thwomp attacks are much faster and stronger, so react to the warning
signs immediately. In case you forgot: hop means the shell spins towards
Mario first, flip means Luigi; hopping straight up into the air means
it'll come down on Mario, while flipping means it'll go for Luigi.
Snoozorb- HP: 150 EXP: 170 Coins: 15 Drop: Red Shell
Weak: None Resist: None
These guys will sleep soundly until you wake them up. They're defensive
tanks and pretty powerful, so try to destroy them in one blow. Before
any attack, it will blow steam from its head compartment; if the steam
flows to the left, it'll target Mario, and right, it'll target Luigi. It
may curl itself into a sphere and roll towards someone; hit it away with
your hammer, and be prepared to hit it again, as it may try to plow
through you twice more. That's the simple one; these guys have a meaner
laser attack, which can fire either above or directly at you, depending
on how it charges its energy. If the energy lines swirl around it, the
beam will be fired over your head, so don't move. If the lines are
straight, be ready to jump. There's no way of telling when it will
decide to sweep across the floor with the beam after it's fired, so be
ready to jump with the other character. Mix Flower these guys, as your
jumps will deal insufficient damage.
Soul Bubble- HP: 100 EXP: 175 Coins: 15 Drop: 1-Up Mushroom, 1-Up Super
Weak: None Resist: None
Not only are these things so much faster than Love Bubbles, but if you
attack them and fail to kill them, they'll retaliate by healing or even
resurrecting one of its dead allies, if you've destroyed anyone, yet.
While this opens the way for more EXP, these guys almost always bring
Shroob Rexes with them, and since you used your turn already, you won't
be able to do anything if the Rex decides to charge you. Unavoidable pain
really sucks, so when you attack these things, make sure it's going to
do the job in a single blow. Generally you're best off Mix Flowering
these jerks along with their dino cohorts.
Shroob Rex- HP: 200 EXP: 185 Coins: 12 Drop: Mix Flower, 100-Point Pants
Weak: None Resist: None
These enemies will never appear on the level layout itself, but they show
up in many if not almost all battles with Soul Bubbles, Shroobsworths,
and Ghoul Guys, which are quite plentiful and DO show up on the map. Now,
Rexes have two different attacks- charging and spitting flaming rocks.
The charge is a simple stop in front of the target, then run through them
offscreen, then make a return pass; but, when they come back around, they
might charge through either of the Bros., so be sure to jump with both.
Give them a good two seconds between each charge, and also once they
stop in front of you in mid-flight. ***It is impossible to avoid a Rex if
it is at its FULL height when it charges. Make sure their head is
scrunched down at least one level beforehand; Rexes can be squished at
least twice.*** Its flaming rock attack is far more easy to dodge; have
both hammers ready, as the rock will either roll towards one bro, then
travel towards the other one upon whacking it; or, the rock will split
into two and roll towards both, then crumble once hit. This attack not
only really hurts, but also burns, so take care not to get hit with it.
Lastly, Rex may fly between or near one the two Bros., then flip and do
a ground pound, sending out a shockwave at the two of you; jump as soon
as he lands, and you should avoid it (jumping with one bro first and then
the other when he's making the quake from the top or bottom instead). I'm
not sure if he'll produce more than one shockwave; if he does, I've never
been on the receiving end of it. These SOBs will do a number on your
health if you don't get rid of them immediately, so use a mighty Mix
Flower and off them at the start.
Shroobsworth- HP: 160 EXP: 0 Coins: Drop: None
Weak: None Resist: None
Right up there with Rex as an enemy that is best not allowed to ever get
an attack in. Shroobsworths carry a little guy on their backs, the Shroob
Intern, and work together to pull off some pretty powerful attacks. If
he throws the Intern onto the top screen, you'll be shot at by the
Intern; jump quickly with both to avoid it. Once Shroobsworth catches the
Intern, it'll throw it up again for a 2nd-3rd shot. Now, if the Intern
goes offscreen, the Shroobsworth will hold its arm and cane out for a
couple seconds, then dash in and slash at both Bros. with it. It's easy
enough to catch him as he dashes and jump before he slashes with the
cane, so don't let him get a hit in. Lastly, the Intern will produce a
large meteorite, and either the Intern or Shroobsworth will hit it at
you; if the Intern hits it, it'll launch towards Mario; if Shroobsworth
hits it, it'll be launched at Luigi. Once you hit it, though, either one
of the pair will hit it back, and it'll go on for several turns picking
up speed until you get hit, or the duo does. While the Intern is riding
on his back, only Shroobsworth will take damage. Kill him, and the Intern
will spin-swat him away, leaving...
Shroob Intern- HP: 130 EXP: 180 Coins: 20
Drop: Copy Flower, Supreme Slacks
Weak: None Resist: None
The Intern will sit still for one turn after Shroobsworth has been slain,
and if you fail to kill him then, he'll fully revive the Shroobsworth and
you'll have to off the old dude again. Note you receive no EXP for
defeating the Shroobsworth; allowing him to be revived over and over will
NOT get you more experience or coins. Only the Intern coughs up any
spoils.
Lethal Bob-omb- HP: 60 EXP: 70 Coins: 10 Drop: Refreshing Herb
Weak: None Resist: Fire, Ice, Mix
These little guys do one thing and one thing only: explode! No standard
charge attack; their fuses are already lit once the battle begins. That
said, the only thing to do if you haven't destroyed them all is to have
your hammer ready and IMMEDIATELY hit them away when they pass up and
down in front of you. If you don't get rid of them right away, you won't
be killed outright, but you're in for serious damage. Only the babies
will find themselves in battles with these, either in groups or as a
cohort to Ghoul Guy.
Ghoul Guy- HP: 160 EXP: 100 Coins: 10 Drop: Max Mushroom, Red Pepper
Weak: None Resist: None
Remember the Boo Guy from Toadwood Forest? This is the upgrade. Again,
jump as soon as they split into two and are in front of the Bros.; the
target is determined by who the Ghoul Guy points at before attacking.
However, if these are in a battle with any enemies besides other Ghoul
Guys, they'll sacrifice themselves in order to raise the attack, defense
and speed of whomever they possess. You'll still get experience for the
Guy that sacrificed itself, but it's best to kill any other enemies
first, as a stat upgrade makes Shroobsworths really tough to take down.
In a battle where the Shroobsworths outnumber the Guys, get rid of the
Guys first... that is, if you aren't using a Mix Flower. Fry everyone
with this baby. =P
Take a look at this first room as you enter; notice the huge statue in
the center, the pipes on the left, and the gap to the right; you can't do
anything about either the left or right at the moment, so the only thing to
do is to check out the statue of Princess Shroob. As you walk up to it,
notice the purple ! block in her pelvic region. We want to extract it from
there, so toss the babies up to the ledge on the left and bring the adults
under the huge shine block. One last maze in pitch-darkness for ya. The
maze is fairly straightforward, and if you simply follow every path as it is,
you'll find switch blocks needed to move other platforms into jumping range,
as well as other pieces of treasure. Take note that midway through, you'll
have to jump on a moving platform and ride it across, where the lights will
likely be off.. take care, and if you have to turn the lights on while you're
riding over the spikes, wait until the platform is on the right side before
hitting the switch, so you can hop off and be able to see where you're going.
Also keep in mind that there are several places you'll need to jump,
especially if you want to collect the items inside. Once you've reached the
other side, you'll see a red switch; activating it will remove the block from
Princess Shroob's uninviting crotch, allowing you to hit it. This forms a
bridge of shrooms across the gap on the lower right; take it, and then fight
your way through some Tashroobas and a Snoozorb until you reach a gate;
tunnel under it with the babies and hammer the switch on the wall to drop it.
Enter the pipe, bringing you to the largest and most infested floor in the
castle.
You'll find your first save point upon exiting the pipe. Notice the four
devices in the far corners of the map, arranged to form an X once their beams
are fired? Our goal is to set those beams off and get rid of the crystal
shroom that's encasing the purple switch block atop the pedestal in our
current room. To do that, it'll involve the multicolored switch sequences
you've done before, meaning the adults will have to split from the babies;
since this place is crawling with tough enemies, though, you'd be very wise
to clean the place out first. I like to start from the left side and sweep
down, then across the bottom to the right, and back up that side. I'll get
every enemy that way (except for the Ghoul Guys floating along on the ledges)
and be all set to separate without getting into a battle. If you want to use
the Ulti-Free badge paired with the Para Slacks to smoke everything as soon
as the battle starts, that's fine, but if you're trying to get the Supreme
Slacks and 100-Point pants, I suggest using the Treasure Badge on the Para
Slacks wearer and using your Mix Flowers. Don't worry about running out, as
the common encounter Rex drops a Mix Flower for every one you destroy. For
Snoozorbs, use a Red Shell and it'll drop one after the battle, keeping your
supply fresh. Anyways, clear this place out, and then I'll start on the
switches.
Gotten rid of everything? Good. I'll start with the adults in the upper-
left corner, with the babies opposite them, in the lower-right. You know the
drill; either party can initiate, and a generous nine seconds to complete it.
Once you've done that beam, send the adults down and the babies up, to the
adjacent corner. You can use the pipe by the adults to summon the babies back
once you've finished. With the crystal shattered, you can now hit that switch
block. So, trek back to the room with the pipe and use the Baby Spin to get
them up onto the pedestal; hitting the block will open the door up ahead,
which leads to a pipe. Ignore the above room for now, as there's nothing you
can do, and hop down the pipe.
Now that you're on the second floor, head into the now-ravaged library,
which is the wooded area in the bottom-center. Head through the large hole
busted in the wall, and you'll be underneath some sort of canopy, covered in
shrooms; walk through into the next room WITHOUT veering out from underneath
the canopy; otherwise, UFOs will spot you and shoot you out of the area. So,
once you've reached the darkened room with the huge staircases, dump the
babies and hit the switch block, and get ready for another timed Bros. Ball
course. This one isn't any harder than the one you performed in the present
Peach's Castle, but there are various blocks on the sides that will get in
your way. Simply weave around them, and quickly hit the block at the top once
you arrive. Lowering the gate grants you access into the next room, which is
where the Shroob Mothership has been parked. Wanna take a peek inside? Of
course you do. Compress the blue switch, and the gang heads inside, only to
find the ship just take off into space with them on it! Stuffwell pops out,
and Luigi suggests they take control of the ship, and use it to blow the
flying saucers patrolling the second floor into oblivion. And you'll do
just that, once Stuffwell explains the controls. Basically, the higher the
bar is for each brother, the higher the ship will rise once you hit the
block. You can fire the laser at any point, even without having risen at all,
but any time you take a shot, the ship will drop back down to its lowest
height. The saucers you destroy here are a simple workout to familiarize
yourself with the controls.. you'll face a much harder challenge with this
thing later on, I assure you. Anyways, follow Stuffwell's instructions to a
tee, and you'll send those saucers packing, allowing you to cross the bridge
and into the left and right areas you initially couldn't. Now would be a
good time to save, and then head back downstairs.
I'll head to the left, first. If you take that route, then head up the steps,
up the ramp, and take the pipe on the right, you'll be able to hit a switch
block to form a bridge and allow easy access to this floor, should you wish
to return. Back into the pipe, and then take the left pipe, which you just
passed. You'll be on the third floor, now, and should head to the right, then
down past the multicolored blocks and into the southern room. Here, you want
to use the Baby Spin to send the babies onto the overhang above the doorways.
Once up there, hit the lower switch with your hammer, which raises a block
for the adults; now, control the adults and hop onto the block on the far
right, then use your spin to cross across the gaps and to the switch block on
the other side. Hit it, and you'll spurt up a step for the babies to use to
reach that second red switch; whacking THAT will lower the block that the
multicolored switch blocks hovered over in the previous room. Head back out
there and toss the babies onto it; then, use them to initiate the sequence
and hit all four of them, which will remove the bars on the gray door just up
ahead. Proceed through there...
And you'll be in front of some sort of control panel, with a large
monitor showing the captive Princess Peach patrolling around in her
holding cell, or wherever the Shroobs are keeping her. She can't hear us, but
once Baby Mario starts whacking everything with his hammer, he somehow
activates a communicator, enabling Peach to hear what Mario is saying. She
tells you she's locked up at the top of the Princess Shroob statue, but
before she can say much else, the monitor abruptly shuts off. Apparently,
BM damaged the circuitry with his hammer, and it was functional for only a
short time.. good going, little turd! However, there's a pipe in the left
corner that we can take to continue on with things. BACK TO ADVENTURE!
While you're travelling down through the pipe, a pesky Chomp swimming
around in the sewer waters will ram it, sending you off course. Now you must
patrol the sewers and somehow find a way out. Before you do, though, head to
the left and hit the second switch block as you emerge from the pipe there;
this will allow you to backtrack easily. Now, head to the right, and after
dealing with the little hostilities there, and then head up against the wall
in front of you. This is another fan obstacle course, so flatten the babies
and send them in, and then float along each pillar of wind until the babies
are on the farthest one to the left. Now you can spin the cog and send them
higher. Now, bring them along across the fans until they're on the right, by
a spring, then send them up. But first, if you didn't feel like getting the
Treasure Badge for the aid in finding the best armor, you can grab a pair of
Space Trousers for the adults in this room- once the babies have crossed to
the right side, you can drop down off of the left side of the fan closest to
the ledge you stopped on; once you drop down, hang to the right and you
should land on a platform with two blocks: 80 coins and the Space Trousers.
Repeat the whole thing to get back up to the spring once you've nabbed 'em.
At the top, hit the red switch with your hammer, and you'll lower the
ledge to the right of you down so that the adults can climb up. Now,
proceed to the left and through the doorway there, to be in another coin
chamber, which you must send the babies through, using the Bros. spin. Once
you reach the bottom, you can hit a switch block nearby to lower a drawbridge,
allowing the adults to join you down there. They'll have to back out of the
room they're in and jump down to do so. FYI, the treasure blocks in that
package contain only coins and Red Shells, so don't bother with them
unless you want to. With the adults and babies reunited and in the next area,
you can lower the drawbridges across the beds of spikes on the left. To get
the first one, you must fire the Bros. over with the cannon on the right;
start by throwing the babies into the stump against the wall, then rolling
into the Bros. Ball and into the cannon. Now, once they're in the cannon, the
babies can walk to the end of the passage inside the stump and whack the
switch with their hammer, which will fire the adults across two rows of
spikes. A pipe to bring the babies over to you is in the left corner, but you
might have to fight a battle or two to reach it. With the babies over there,
now, use the Baby Spin while they're perched at the right edge of the spike
bed, and send them over to the middle platform. Another 4-man switch block
sequence here, to be initiated by the adults; you'll have to jump immediately
with the baby that's under the third block, as the screen won't transfer over
to you, nor is there a countdown. This lowers the two drawbridges; now you
can compress the blue pad and enter the next section of the sewers. A pipe
inside will bring you there.
The first room you'll come to, on the right, has a boatload of items,
one of which you definitely want to grab. The drawbridge at the lower part of
the room is still up, so start by sending the babies to tunnel under the gate
covering the pipes. These pipes are crawling with Lethal Bob-ombs, so be very
careful if you get into battle with some. Also in these pipes is a pair of
Rocket Jeans, for those that don't want to bother trying to win a pair of
100-Point pants, and an absolute payload of coins. This castle is the first
level to push you over the 1000-mark in terms of coins. Anyways, you want to
make your way through the pipes to the lower right, where you'll find a lone
gate; tunnel through it and you'll be across the moat, and on the other side
of the drawbridge. The switch block to lower that bridge is on the left side,
and now you can grab the goods, among them a Lucky Badge A. This badge kicks
major ass, as it'll land you a TON of lucky hits. Perfect for one of the
babies. With all this stuff grabbed, now you can move on to the next room,
which has 4 new paths open to you; the one in the lower-right, leading
downwards, brings you to a pair of treasure blocks; the northwest/east and
southwest/east paths lead to rooms with pedestals, much like the one in the
center of the room you're in now, which will soon have blocks over them; but
how to make those blocks appear? Take the southeast pipeline, and walk down
past the layer of spikes to a purple ! block, over a pedestal. Hitting it
with a piggyback jump will lower the drawbridge; cross it, but before you
can even jump towards the switch block there, the same Chomp will dive out of
the water and snatch it from you! Bastard! It'll flee to one of the pipes on
the top part of the top screen, and shortly afterwards, four blocks will
appear over the four pedestals I mentioned earlier. Those blocks will let you
fry that hungry piece of metal, and get your switch block back.
What do the blocks do, exactly? Hitting any two blocks will fire a laser
in the direction the two of them point in when lined up. You'll notice that
this allows you to fire into any of the five pipes on that top screen. The
Chomp is in the middle pipe right now, but I'm not sure if the pattern will
always be the same per game file, so let me just tell you which blocks must
be hit in order to fire a laser into that particular pipe, numbered from 1 to
5, as seen from left to right:
#1: West and South blocks
#2: North and East blocks
#3: North and South blocks
#4: North and West blocks
#5: East and South blocks
Notice the heart gauge on the top screen; you must continuously blast the
Chomp and deplete it in order to continue. For the fourth and final Chomp,
there will be one in every pipe, and only one of them is real. Fire the
lasers at the one that gnashes its teeth the fastest; that's your clue as to
which is the bonafide Chomp. With it gone, it'll relinquish the switch block,
so return to the southeast and piggyback jump to hit the block; this will
lower the spikes. A pipe sits at the end of this path, so enter it to be
brought back to the main floor of the castle.
You'll be heading off to the left, but if you want a second pair of
Rocket Jeans for the other baby, turn the tots into pancakes and send them
underneath the little crevice in the lower-right. At this point, I've
already won two pairs of 100-Point pants for the babies, but I have yet to
win myself some Supreme Slacks. Oh well, I haven't killed every Shroobsworth
just yet, so there's still a couple opportunities. Anyways, once you've
gotten your jeans, exit left, and you'll find another one of those crystals,
this time encasing a pipe. Hit the purple ! block nearby and you'll not only
lower the gate in the front, but open up a hole in the wall to tunnel
underneath. We'll have to abandon the adults for a while, so leave 'em and
head inside. Once you're in, head up the steps there, and out the opening at
the top, and... you're on the overhang! This ledge wraps around almost the
entire floor of this castle. What you need to do is to not only remove the
gate blocking the adults from a pair of the multicolored switches, which are
in the upper-left corner. In the upper-right is a room secluded from the rest
of the castle, and has no openings; only the babies can enter it, as they
must be walking the overhang in order to do so. They'll participate in the
sequence from there. To make following my guide easier, I'll simply state
the directions I take as I reach forks, or when entering a new area. If the
babies ever fall, there's a pipe where the adults are standing that will
summon them back, and you can climb back onto the ledge from there. The rooms
are all separated by semicolons, by which I mean any time I enter a new room,
the sentence before it will end with one.
Start by heading all the way down and into the next screen. Ignore the
crate on the right and head left and all the way down; now ignore the right
side and head down and left; now, up and left, dealing with a Ghoul Guy
along the way; up and left, smashing the crate, then going up through the
doorway; head up and then drop into this room, hitting the switch on the
wall with your hammer. Now the adults can enter the room and get at the
laser. To climb back up, there's another gate along the wall, to the
right of the switch. Once back in this room, head down, and then all the
way down again. You'll be next to a slope on the right, and a Ghoul Guy on
the left.
Up that slope are some items; from the doorway, take a left and head
down; down again into the next room; then right, dealing with another Ghoul
Guy, down, and right again; up a ways, smashing the crate in the way, then
down and right; up a long ways, deal with not one but two Ghoul Guys, and up
into the hidden room if you'd like another pair of Space Trousers..
Otherwise, continue all the way down and right; up and right, smashing the
crate (and the GG) in the way, then up through the doorway; up, right, and up
through the doorway (down for some Max Mushrooms); up and left, kill a Ghoul
Guy and head up the left slope for some goodies, then up through the doorway;
all the way up and through yet another doorway; and here we are. The second
laser. Initiate the sequence with whomever you please, but not before sending
the adults over to the other side, as they should still be standing by the
gate we started with. Once you've completed the sequence and shattered the
crystal over the pipe, you can now head down it, so reunite the two groups
and trek back to the pipe. A pipe to summon either group over is right by the
pipe you want to take, by the way.
That pipe will bring you back to the second floor, now on the right
side; exit left, destroy the enemies here if you wish, then continue on to
the left (it is here that I got my first pair of Supreme Slacks off of that
damn Shroobsworth. Finally!), where you'll be in a secluded part of the
library; hitting the purple ! block towards the bottom of the room will lower
the ledge to the left, allowing you to cross from either side. To get the
items up there, you'll have to Baby Spin the tots onto the bookcase, starting
with them perched on the ledge partially raised from the ground. Once you've
gotten everything you care to, exit to the right and then take the northern
route up to the pipe. Hop in, and you'll be back on the third floor.
Before taking the upper path on the metallic platforms, head left and
hit the switch there to remove one last gate. Then, begin your climb,
grabbing an assload of Bros. Items along the way (to get the ones on the
ledge high over the long slope, toss the babies so they're about even with
the ledge while standing on the slope, then Baby Spin them.); you'll
soon come to a blue pad that must be compressed. Inside the following room is
a save point and one last pipe, leading back down to the entrance, completing
the trio of shortcuts. Hop back in once you've hit the switch and enter the
next room, ascending the trio of staircases; as you enter the next room,
Stuffwell will interrupt you, once again with the Cobalt Star trying to get
out of his storage; upon releasing it, it thanks you for everything you've
done and tells you to continue searching for Peach. It flies off. Once you
reach the end of the room, you'll find a save block and a blue door switch,
but before you can move any further, Stuffwell will interrupt again, finally
with something pretty important; you are about to enter a point of no return.
Once you pass through the door, there's no going back, unless you want to
reset the entire turn of events you are about to unfold. So, grab the item
nearby, heal yourself with the block and save, then compress the switch...
You'll find Peach inside her holding cell, and after a little chat and
introduction to the babies, she'll ask how you managed to even make it this
far, and you'll tell her about the nearly completed Cobalt Star, and that
it's here in the castle. Peach suddenly becomes anxious, and begins trying to
tell Mario something urgent, when suddenly a storm of lasers begins pelting
the statue from outside! You'll see the Shroob Mothership, buzzing back and
forth, raining hell down on the castle. Princess Shroob is at the helm,
barking something in her cute accent. You have to stop her from destroying
the place, and there just so happens to be another flying saucer at the top
of this statue. So, take the exit on the left, and save again to avoid having
to repeat this conversation (Stuffwell will tell you he CAN reset the events
and bring you back in time, but don't bother with this and just save), then
compress the switch at the top and enter. You'll automatically take off in
the saucer, and the Mothership will fly over to you... once you hit that
block from a piggyback, you're going to start a little UFO battle, so read my
advice, first:
The Mothership will continuously bring more UFOs onto the battlefield,
and you must avoid contact with them at all costs. Your lasers will do
nothing to the Mothership itself; instead, you must shoot the UFOs it
releases, so that they fly into the ship and damage it that way. The
Mothership has set patterns in which it not only releases the saucers, but in
the way they fly as well, and as you inflict more damage on the Mothership,
the saucers will move that much faster. Two bits of general but very
important advice: first off, your best position to be in is the middle
height, NOT the highest. Also, if you can't hit the Mothership, you must be
able to have the bottom level with your ship clear of UFOs; otherwise they'll
hit you. The safest position is the very bottom, because you can shoot almost
all the UFOs that will be in range, or be able to collide with your own
saucer. So, bring the saucer up to middle/high height and wait for the
Mothership to release its UFOs, and fire your laser when you'll be able to
hit it. If you miss and drop back down, your next priority is to shoot down
any saucer that will be able to collide with yours once it begins moving to
the left. Once you've made it safe to dwell on the bottom, let the other
saucers leave the screen before shooting back up again. Any time you hit the
Mothership with a saucer, the others will fly offscreen, so don't worry about
them. You have four units of life, so to speak, and the Mothership has four
as well; you must deplete them before your own saucer explodes, and then the
Mothership will crash into the side of the statue. Head back out, save AGAIN
so you don't have to repeat this evil mini-game should you die, then enter
the room with Peach...
[12.2] Femme Fatale
You'll find the barrier around Peach has since faded, apparently having
been knocked out when the Mothership crashed into the side of the castle. You
won't get to exchange much in the way of words, however, for the hatch to the
Mothership will open; after some pestering, Mario will slowly walk underneath
the entrance hatch.. ..and leap back in fear, for Princess Shroob finally
confronts them! Her ship is badly damaged... Countless minions have been
slain... Nearly everything the Shroobs have worked to accomplish has been
mettled with in some way by the Bros. It's high time they were punished for
their deeds, wouldn't you say?
BOSS: PRINCESS SHROOB
HP: 3000
EXP: 0
Coins: 0
Despite what several gamers and Nintendo Power might say, that is not an
error; her HP is definitely 3000. But before you can hack away at that, you
must first put her throne (temporarily, unfortunately) out of commission. To
do this, you must repeatedly attack her shield, to the point the throne can
no longer take it, and will crash to the floor. Until then, the throne
attacks three different ways:
-Lasers
Two cannons will appear, and toggle up and down for a few seconds; when they
stop, they'll fire a beam in the direction they point. You only have a second
to react, so pay close attention and jump with whomever needs to, to avoid
taking a hit. The beams will never sweep, so that isn't a problem. She'll
fire them 5 times per attack.
-Energy Rings
The throne will leave the battlefield and return as a walker; once it hops
over your party, it will fire rings down at you, which close in once they
hit the ground. To make this as easy as possible, jump with both characters
as the rings get close to the ground. They trip you, so take care. She'll
fire off many of them before finishing with...
-Crush
Once her ring attack is finished, her walker will get ready to lower itself
on top of you. Both Bros. must ready their hammers and release them at the
same time once she gets closer. Swing before she'll actually be right above
you to ensure a counter. If she cackles, she'll pause mid-way, then come down
fast. This attack tends to make you dizzy when it hits.
The best way to disable her shield is with a multi-hitting attack,
particularly Copy Flowers, as they start off slow and with really easy timing.
Try to do this before she even has a chance to attack you with it. Once she's
out of the walker, she'll attack one of four ways, but may use them several
times in a row; If she produces a star, she'll send it towards you, and if
you fail to jump on it (removing it), it will continue past and loop around
for another pass. It'll increase in speed each time you dodge it until it
hits either of you, or gets stomped out. Obviously, you want to get rid of it
as soon as it's launched. Otherwise, she just launches balls of energy three
different ways; a single shot in front of you, a single shot from above, or a
spread shot between you. The first two are avoided by jumping and using the
hammer, respectively (the overhead shots will be fired at Mario from her left
hand and Luigi from her right); the spread shot is best dodged by jumping with
the brother it will hit first, then the other. If you land on top of the ball,
you'll stomp it without taking damage, so that's all right. Nothing else to
say about these attacks, though it bears mentioning that they can cause
poisoning, and the star attack can reduce your stats.
You have three rounds to beat her up before her throne will be back in
business, so it'd be best to kill her now. Copy Flowers are your best friend;
use them relentlessly. Once you've inflicted over 1500 worth of damage, she'll
charge herself with energy and go into what I like to call Psycho ***** Mode.
Basically, she'll now launch a good 20 attacks at you in a row, one after the
other, always beginning with her star. If she gets back into her walker,
she'll pull off a good 5 attacks with that, too. Her damage really adds up, so
end this as quickly as possible. If you know you won't be able to kill her in
the last turn before she is able to move again, heal whomever needs it to have
the best chances of surviving her barrage. Her walker's attacks will give you
far more problems as far as dodging goes, so you shouldn't get your ass handed
to you. You'll receive a full health replenishment once you've won.
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