Mario And Luigi: Partners In Time - Strategy Guide (Page 08)
Below are the cheat codes, hints and help for Mario And Luigi: Partners In Time - Strategy Guide (Page 08).
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.
Shrooblet- HP: 7 EXP: 2 Coins: 2 Drop: Mushroom
Weak: None Resist: None
All it does is stop between Mario and Luigi, and then raise one of its
feet, indicating which Bro it'll attack. It then makes a spin towards
them. Easy to dodge; jumping on it as it does this will deal damage.
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...
Skellokey- HP: 84 EXP: 100 Coins: 10 Drop: Red Shell
Weak: None Resist: None
An enemy just for the babies! Skellokeys won't fire spines at you, but
they do breathe fire (from 1-5 times), which will coast along the ground
quickly at either baby, or split between them and target both; jump the
flame as it comes towards you, and you'll dodge it easily. These guys
also three of their segments towards you, much like the regular Pokeys
did. Have your hammer ready quickly for each one, and whack it away once
it comes. Lastly, it will roll its parts along the ground at you; simply
jump as they come near and they'll be dodged easily. These two attacks
are always preceded by the restoration of its parts. Your hammer isn't
the weapon of choice, here; the Green Shells are. Knock out those
segments and bean it in its head until it crumbles!
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.
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.
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?
Tanoomba- HP: 90 EXP: 82 Coins: 9 Drop: Pocket Chomp, Green Pepper
Weak: Fire, Mix Resist: None
The morphing Goombas are back from SSS, this time with three new attacks
up their sleeves. Their first and most common involves morphing into a
spiny shell and circling around the Bros.; jump with both as the attack
begins, then with each person as the shell comes near. It may make
anywhere from 1-3 passes before retreating. Its second and third attacks
involve jumping into the top screen and morphing into one of two objects-
a Thwomp, which falls very quickly, and a balloon, which floats down much
more slowly. Have your hammer ready immediately to deal with the Thwomp,
as it's a lot harder to dodge, and you can tell whom is about to be
squashed or bopped by the manner in which the Tanoomba jumps; straight
upright for Mario, and flipping around for Luigi.
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.
Thwack- HP: 54 EXP: 20 Coins: 2 Drop: Super Mushroom, Block Trousers
Weak: None Resist: None
I LOVE these guys for gaining EXP! All throughout the battle with these
things, if they have any allies that have been killed, or any vacant
positions, they'll pound the ground and summon more of them. Any summoned
Thwack is still given a turn to move, so they are likely to summon even
more, if possible. Otherwise, Thwacks have very quick, straightforward
attacks; either lifting up and hurtling at either brother quickly, or
lifting higher and flying overhead to come down from above. Jump as soon
as the Thwack begins to move towards you, and swing your hammer as soon
as they're overhead, and they'll be stopped. Their color indicates who
they'll be attacking; bear in mind that Thwacks will only stay in battle
for so long before turning gold and exploding into boulders, which will
roll towards the heroes. Jump the moment they burst apart to clear the
rocks.
Thwack Totem- HP: 152 EXP: 60 Coins: 10 Drop: Super Drop, 1-Up Super
Weak: None Resist: None
Battles with these will always start at four Thwacks; they'll immediately
combine into a single unit, though. They'll attack by either spinning
each segment and firing at you, which is deflected by the hammer, or
rocketing into the air, then dropping each block onto the ground, forming
a shockwave that targets a brother depending on the color of the block
that landed. Jump as they land, and you should avoid it. These guys are
found at the bottom of holes, for the babies to face alone.
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.
OOOOOOOOOOOOOO[15] Boss Guide OOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Now, the bosses. I'm far more certain about the HP values listed for
each boss, though some may not be exactly correct; specifically, the Elder
Shrooboid, Shrooboid Brat, and Baby Bowser. Still, I'm confident that what I
have listed is pretty damn near close, if not dead-on. Once again I'll mention
that any value listed in any guide of Nintendo's should not be taken
seriously. Also, you win items from some of these battles. Whether that item
is scripted into your victory and you always win it, or you win it by chance,
I'm not entirely sure; it does seem kinda random. I'd appreciate it if anyone
could shed some light on that in an email.
BOWSER & BABY BOWSER
HP: 1200 (Bowser), 700 (Baby Bowser)
Weak: Ice (Bowser)
EXP: 820
Coins: 350
Win: Max Mushroom, Ultra Drop
You'll want to off Baby Bowser first. Why? Because he'll be healing Bowser
after every turn, as well as giving him more opportunities to attack.
However, while he's riding on Bowser's back, he's not even a target for
attacking, so you'll need to get him by himself. How to do this? Go after
Bowser for a few turns while avoiding his attacks; soon, BB will pull out a
hammer and Bowser will recede into his shell. BB whacks him at you, and you
must whack him back and forth while he builds up speed until he plows through
BB and off the screen. He'll stay off for a while, so now is the time to go
all-out on Baby Bowser. He's got no weaknesses, but he's not tankish like
Bowser, so it won't take more than one or two Copy Flowers, provided you can
keep the damage chain going really long.
Once he's been defeated, the adult will return, and with a weakness that BB
didn't possess: Ice. Use your Ice Flowers on this guy without mercy until he
suffers a drop in defense; then, depending on what you're comfortable with,
go crazy with Cannonballers, Trampolines, or Copy Flowers. Copy Flowers
should get you the most damage and IMO are easier to use than Trampolines,
but you'll need very quick fingers to achieve really painful blows with them.
If your reflexes are up to par, just use a Copy Flower or two and Bowser's
1200 HP will be gone in no time.
Now for their attacks: Bowser may jump up and produce a shockwave upon
landing; jump it with both Bros., but be ready with your hammers, because
this move often causes Thwacks to fall from the ceiling; red ones will target
Mario, and green Luigi, obviously. He'll also take a deep breath and spew
flames at you; jump immediately after the gusts of air cease, but if he
grins instead, there will be a nice delay before the flames actually come, so
don't jump just yet. He'll do this anywhere from 2-5 times in a row. He might
toss BB into the air, and upon BB's landing, launch a fireball at either bro;
BB will spin counter-clockwise when targeting Mario and clockwise for Luigi,
and fly off the screen completely when the fireball will be launched at both.
Baby Bowser simply heals Bowser for 100+ HP, whacks his shell back and forth
with the Bros., or initiates the BB toss I described above. While he's by
himself, he'll simply whack or spit fireballs towards you; hit them back or
jump as needed. Bowser is really the only one you have to worry about, here.
COMMANDER SHROOB, SUPPORT SHROOB, SHROOB-OMB
HP: 1600 (Comm), 88 (Support) --(Bomb)
Weak: Ice (Comm and Supports)
EXP: 810
Coins: 180
At the start of the battle, Commander Shroob will guide three Support Shroobs
to the battlefield, carrying a massive, purple Bob-omb, and then leave. He's
the one you want to destroy in order to win this battle, so how do you get
him to stay and fight? Easy: take out the middle and rear Support Shroobs,
and the front will fall under the weight of the bomb, dropping it so that it
rolls back and explodes, bringing out the Commander. Until then, if the
Supports are left to attack, they'll throw the Shroob-omb at one or both of
the Bros; whack it back to them with the hammer, and they'll toss it right
back. Keep this up until it explodes on the Shroobs themselves. Make sure you
constantly charge up both hammers, as when it's thrown between you, you'll
both need to hit it back or it will explode. They'll also hurl the bomb up,
and while it's in mid-air, rush you one at a time; simply jump as they get
close, and you can land on them to deliver some damage. Try not to get hit
by the explosion, because it often inflicts dizziness, which is an especially
bad thing to have in this battle, as counters require both to participate.
After the Commander has been brought out, he uses one of two attacks; the
standard laser gun, which I pray you've learned how to avoid by now, and by
grabbing onto his Supports and spinning or throwing them through the air at
you. Avoid these by wailing with the hammer; neither come at you very
quickly, so this isn't too hard. While the Commander is present, begin by
using Ice Flowers, as it can not only chop his defenses, but he's also weak
to ice attacks. Once you get a defense cut, go all out on him with Copy
Flowers. After three turns, he'll leave and the Supports will return, so
you'll have to repeat the process of destroying the middle and rear. This
shouldn't be too difficult.
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.
-He's weak to ice attacks.
-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.
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.
JUNIOR SHROOBOID
HP: 13
EXP: 6
Coins: 0
While this is only a warm-up, if anything, we still have the standard boss
theme, so I'm classing it as one. As if you've forgotten your timed attacks
since you were a baby, Toadsworth will try to teach you how to fight. Again.
Just jump on this guy; his only attack is spinning in a cyclone and making a
pass at you. It moves pretty slow, so jumping over it and landing on him for
counterattack damage is simple. Finishing this battle will automatically get
you a level-up.
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.
MRS. THWOMP
HP: 500
EXP: 400
Coins: 0
First things first, damage Mrs. Thwomp takes in her large form does NOT count
towards her max HP; only damage dealt while she is split up will deplete her
actual health. That said, it takes 150 HP worth of damage to shatter her into
four different Thwomps; three are of course fake, with one being real. How to
tell the difference? The real madam has perfect teeth (as in none sharp or
missing) and no chips or cracks. While she's large, she'll roll several
boulders at you very quickly; constantly have your hammer armed and ready to
whack them out of the way. Or, she'll hurl herself into the air and come down
with a shockwave; depending on how many times she spins while on the top
screen, you'll have to jump with one bro before the other, or both at the
same time. Three spins, and she'll land between the two of you; jump at the
same time. Six spins, and she'll land by Mario, so jump with him and then
quickly afterwards with Luigi. A whopping nine spins, and she'll land towards
Luigi, so he'll have to make the first jump. She'll soon bust into smaller
pieces, as 150 HP is eaten up pretty quickly at this point.
While she's broken up, she and her clones will raise an eyebrow and then hurl
themselves at either brother; have your hammer ready to whack them away. This
attack moves much slower, so you shouldn't have any trouble dealing with it.
Trampolines attack every enemy, so don't bother with them; instead, use your
good 'ol Cannonballers. Three or four of them to the correct Thwomp while
she's divided up should destroy her. If you don't demolish her quickly
enough, she'll reform into a large boulder again, and you'll have to repeat
the process. This is a pretty easy battle; I recommend opening with a single
Trampoline, as that should be enough to bust her apart. Provided that you
don't suck with Trampolines... ;)
PETEY PIRANHA
HP: 1300
Weak: Fire
EXP: 360
Coins: 250
I utterly destroyed this guy with only four Trampolines, thus avoiding his
somewhat annoying second phase, but I had my Bros. equipped with the Muscle
Slacks and POW-Peak badges, so things went a little more quickly for me. His
attacks don't vary at all while he's flying, but your means of dodging them
do. Petey will leap up to the top screen and dive off of blocks onto the
ground below, sending a seed flying at each of your heroes. Depending on how
he dives, you'll either jump with one before the other, or at the same time;
a forward dive means Mario should jump first and Luigi soon afterwards; a
flip (spiraling repeatedly) means both should jump at the same time; and a
backwards dive (mouth facing the Bros.) means Luigi should jump first,
followed by Mario. As soon as Petey's body makes impact with the ground, the
seeds will fly, so that is the time to jump. Eventually, if you haven't
killed him yet, Petey will burrow underground, with only his head poking out;
He cannot be jumped on in this state. He now uses two different attacks; the
first consists of sending a pendulum dangling from a block whipping towards
you, which is countered with the hammer, sending it back to the other brother
(several times in a row); for the second, he'll burrow completely and attempt
to pull the Bros. down with him into a sinkhole. Jump CONSTANTLY, as fast as
you can, over and over, and you should avoid this one. That's all there is
to Petey. Not a large arsenal, but he likes to attack three times in a row,
so be ready for them. Lastly, he has a weakness to Fire, but you're better
off saving your Fire Flowers for the times he's burrowed. If he's susceptible
to jumps, take advantage of the opportunity and pelt him with Cannonballers
or the Trampolines.
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.
BOSS: ELDER PRINCESS SHROOB
HP: 3500
EXP: 0
Coins: 0
Once again, I assure you that this form has 3500 HP. Her attacks also have far
more variety than seen in the first battle; they basically all rely on the
UFOs that fly onto the scene to be executed; the less she has, the less her
repertoire can have. How do you decrease the number of UFOs? Peach will toss
you a star once per round; use the cursor that appears to aim and take out as
many as you can in one shot. Note that there is a tiny delay between when you
press the button to fire and when the cursor stops, so take that into account.
I'll list her attacks by the number of flying saucers she requires to use it:
0 UFOs:
-Shoulder Ram
She'll get into a charging position and then quickly run at one of the Bros.;
Have your hammer ready, quickly, and swing once she's near. Be warned, though,
that she may pause in front of you before charging again, or may jump back
upon being struck, then charge again.
1 UFO:
-Chain Chomp
She'll leave and return with a Chomp, and a UFO will fly down to it, and
proceed to fly in circles around the Bros., leaving you in the path of the
Chomp. Try and jump onto the Chomp as it first passes underneath you; it will
make several trips, quickly, and you're likely to take a lot of damage as it
comes back around from behind. Hopping on it once ceases the attack. Note that
this attack can inflict poisoning.
-Energy Drink
Much like what Swiggler drank, a UFO will bring her a glass of fluid. She
gulps it down and recovers 120 HP, then graciously swats the saucer away.
Nothing else to say about this one.
2 UFOs:
-Lasers & Quake
She'll hop onto two UFOs and take off to the top screen, then fire several
shots at either bro, much like the other saucers do. Just jump them all as
quickly as possible. Then, she'll retreat to the background and fire shots
from there; if the saucers are flying low, about level with Mario, jump them
as they come by, beginning with Mario and Luigi immediately after; if the
saucers are flying higher than that, stay still and they'll pass overhead.
Once she's finished, she'll leap off of the saucers and land back onto the
stage, creating a shockwave a second later; jump it with both.
3 UFOs:
-Meteorite
Funny that the most costly attack is also the most simple to avoid. Her peons
will bring her a huge Meteorite, and she'll slowly lumber towards one of the
Bros. to flatten with it; as she comes within hammer-hitting range, simply
wail on her as many times as you can, and she'll drop it. Very easy.
In my opinion, her shoulder ram is the most troublesome, as I hate any attack
with spontaneous lag; her Chomp attack can be a real pain as well, if you
don't get rid of it the second it begins chasing the UFO. Still, this should
be an easy battle, as there are no shields to bust and no special
circumstances to meet before pummeling her. As with the first Princess Shroob,
Copy Flowers are the way to go. Don't worry about how many UFOs are buzzing
around the skies as much as perfecting the timing on your Bros. Items to
inflict the most severe damage possible. If you land any blows over 1000, you
did pretty good; if you can nail her for a good 2k and up, you're doing great.
As her health drops lower, she'll begin using more attacks during her turn,
UFOs providing. Once you finish this lady off, she'll go straight into her
ultimate form. You won't recieve a free healing after this one, either.
BOSS: ELDER PRINCESS SHROOB
HP: 3000(head), 496(Feet), 248(Tentacles, each), 200(Crown)
EXP: 0
Coins: 0
Yes, this form has less HP than her previous, but you also have so much more
to deal with. First and most important to remember, is that as long as her
crown is active, her head will only take 1 point in damage, no matter what
you throw at it. And in order to get at the crown, you must first put her
foot tentacles out of commission, if only for a short while. Her body parts
all have at least one attack they can perform, and the crown does nothing but
protect her. Her attacks are as follows:
Feet:
-Tentacle Cycle
Either two, or worse, four tentacles will extend out from underneath the
Princess and begin rotating clockwise or counter-clockwise; you must jump
over each of them individually as they sweep by. They gradually pick up
speed. It pretty much comes down to how quickly you can alternate between
jumps with the Bros. If she begins this attack with one of them dizzy or
knocked down, that person is basically screwed.
Arm Tentacles:
-Stab
The point on one of the tentacles will glisten, then quickly squirm in and
take a stab at one of the Bros. You must jump immediately if this is a
tentacle closer to the Bros., as the window to react is very short. If a
farther tentacle is going in, you have a sliver of more time to move. These
things tend to poison you as a result. Her chin will be quivering rapidly
while she's doing this attack, and until she ceases, you can expect more
stabbing attempts; also, prior to every stab you'll notice a particular
tentacle rear back. Use this as a means of prediction rather than waiting for
the tentacle to glisten.
-Grab
The tentacles will move in and try to grab hold of the Bros. Have your hammer
ready, and whack them once they get close. If you happen to be grabbed, you'll
be thrown back to your position and possibly made dizzy.
Head:
-Huge Energy Ball
She'll fire a ball of energy above her head, and a number of smaller shots
will be launched into it; pay attention to which shots are greater in number;
more reds mean it will come down onto Mario, and it will target Luigi if there
were more greens. Have your hammer ready to hit it away; then, have the other
Bros. hammer ready to hit it once more. This will send it back at the
Princess. Should you be hit with it, you'll see a nice explosion, and the
victim will land on their ass and be in downed status until their turn comes
up.
-Poison Gas
Much like what Swiggler used against you, only these are not deflected with
the hammer. Simply jump over these as she spits them out. She'll use this
several times in a row, so be ready for them. Jumping onto the clouds
themselves works, too. This move is easiest to avoid, and I hardly see it.
-Time Hole
Again, a swarm of UFOs will enter the top screen, but rather than send them
plummeting onto the Bros., the Princess will suck them all into a time hole.
Then, once several turns have passed, they'll be fired back out at you; if
you can remember the order in which the Princess shot them, and how the ship
was damaged, you can avoid them as they come flying out by having your hammer
ready to hit them. Remember, the order in which they were SHOT determines the
order in which they're sent back through the hole, not how they were sucked
in; they're all pulled into the void at the same time, anyway.
The most efficient means of clearing everything out of the way and making the
head susceptible to damage is the Mix Flower. Open right away with one, and
if you've used it most effectively, this will wipe out all of the tentacles
and stun the feet in one go. Now, the crown will drop within range of your
attacks, so let loose with another Mix Flower, as it's the easiest thing to
use that will also get you big damage. With the crown shut off temporarily,
the head will finally be open to attack, so unleash any Copy Flowers,
Trampolines, Cannonballers; anything you have that can hit the head, deal a
lot of damage, and that you can time well, use it. The head will meanwhile be
killing a lot of her minions off in an effort to knock you out of your senses;
watch the saucers closely to see who will be hit next, and send them flying
back at her. Every few rounds, she'll begin reviving all of her parts and turn
the crown back on; they'll also use their respective attacks the moment
they're resurrected. Any time she does this, even if it's only a single part,
use another Mix Flower and nuke it back out of sight. If you're at level 30
for this battle, which you should be if you fought every enemy you saw just
once, then this won't be very aggravating. The only time problems really
arise is when one of the Bros. is inflicted with an ailment that renders him
immobile. Keep in mind that Refreshing Herbs still work even for dizziness and
being knocked to the ground. As with just about every boss in this game, as
her health drops lower, the attacks will increase in number; five stabs as
opposed to two, six UFOs shot down instead of a mere four, and so on.
If you must, use your Drop items to keep the group healed, and keep a
relentless dosage of Copy Flowers and Mix Flowers flying, whichever is more
practical at the time. I've seen many cases of people who claim this battle
took them an hour to finish, and sometimes well over that; I frankly have no
idea how in the hell that's possible, unless their levels are so bloody low
that Mix Flowers do pathetic damage. With everyone at 30, I always dealt at
least 500 a pop with mine. My setup:
Baby Mario: 100-Point Pants, Lucky Badge
Baby Luigi: 100-Point Pants, Lucky Badge
Mario: Supreme Slacks, Ulti-Free Badge
Luigi: Space Trousers, Lucky Badge A
As you can see, I only was able to win one pair of Supreme Slacks from
Shroobsworth, and I wasn't going to reset all the monsters to have a second
chance. As far as Bros. Items go, I never bought a single one from a shop.
Ever. Though with the Treasure Badge on, I always kept my supply of Copy and
Mix Flowers the same, as Worths and Rexes drop those respectively, and
having the badge equipped guaranteed me at least one of them.
Anyways, the attacks are all listed there, with the means to dodge them; it's
all left up to your own skill from here. Keep the abuse coming, and she'll be
a wilted little piece of fungus in no time!
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.
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..
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