Paper Mario RPG - Strategy Guide (Page 07)
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After you're done in this cool car, continue left. This is a blue passenger car. Make a stop in cabin 008. It's the Bob-omb family from Glitzville! Check their nightstand for a Star Piece and leave the cabin. Talk to the conductor, who is standing in front of the left door in this car, to show him the sticky, threatening note you found. He promises to investigate it for you. Now, return to the dining car. There are some people gathering around the kitchen area. You can see a rat, what looks like a Toad version of a pop star, the spacey waitress, Chef Shimi, and a penguin in detective gear. Talk to the penguin. Predictably enough, he's in the midst of some detective work, solving a mystery about a missing stew pot. He introduces himself as Pennington, the penguin with the abnormally large brain, and proclaims that the pot was stolen. After he tests his accusing skills out on the waitress, the pop star (Zip Toad) returns to his room. From his suspicious behavior, Pennington then accuses Zip of being the thief. After the waitress defends him, Pennington, with his brilliant detective mind, finally notices you. Your partner *BOOM* notices a clue: some stains on the floor. Follow them out the right-hand door and into cabin 003. This couldn't be more predictable; the stains lead to Heff T., a... "bulky" Toad and the obvious culprit. He suspiciously denies stealing the pot and says you're only accusing him because he's the biggest eater. (You think?) He unsubtly hints that the Galley Pot is in his nightstand, and so it is. After you prove he's guilty, Pennington enters. After closing the case, he mentions your sticky-threatening note. He says he'll discuss it with you in his cabin, 006. Now, return to the dining car. Give the Galley Pot back to Shimi to get a Star Piece as a reward. Then keep going left and talk to Pennington in room 006. Pennington says you show promise as a detective and makes you his assistant. After formally introduces himself, he says not to tell him your name. Using his brilliant deductive skills, he concludes that you're...Luigi! XD (How dare he mistake you for that failure!) He then tells you to investigate the Bob-omb family in cabin 008. When you leave cabin 006, everything changes! IT'S A TRAIN ROBBERY!! WARNING! Oh, wait, it's just late afternoon. Cool, no? Now, go to cabin 006. The two parents are fighting over what to get their son, Bub, for his birthday. When you talk to him, he promises to reward you if you get what he really wants. Go outside and talk to the conductor, who says Bub wants to be a train engineer when he grows up. How convenient. Go all the way to the other end of the Excess Express and talk to the engineer. He happily gives you his autograph; return to Bub and give it to him. He thanks you for the present and give you a Shine Sprite in thanks. Now, return to cabin 006 and get your next assignment from Pennington. (It changes to nighttime when you exit the cabin) He tells you the conductor wants to see you; go back and talk to him. The conductor says he was one blanket short when passing them out and had to give his own, meaning someone on board doesn't have a ticket. Try returning to the only empty room on the train, room 004. The next step is extremely non-obvious; use Vivian's field skill in here. After a few moments, a Toad ghost appears! Surface and talk to him; he's surprisingly friendly. He confesses to taking a blanket (why would he need one?) but denies writing the threat note. He agrees to return the blanket, in exchange for...YOUR LIFE! BWAHAHAHAHA!!! Just kidding. He goes on and says he died in this very cabin a long time ago, and his belongings were kept in the baggage car. He's too worried about someone reading his diary to R.I.P., and says he'll trade the blanket for it. He also warns you not to read it, or his threat earlier might not turn out to be a joke. Once you tell the conductor what's going on, he lets you into the baggage car to get the diary. In the baggage car, use Paper Mode to slip between 2 crates and retrieve the ghost's Ragged Diary. You can disobey him and read it if you want, but SAVE FIRST! You don't get far before the ghost scolds you for reading it and KILLS YOU! GAME. OVER. Anyway, after you're finished having diary fun, return it to get the blanket. (And decides to R.I.P. in this room) Go back to the conductor. The conductor is thankful for his blanket and thanks you with a Mushroom. After this, it's time to call it a day. As you return to your cabin, you can talk to the waitress and Toodles in room 002 to learn they've lost some Shell Earrings and a Gold Ring, respectively. You can't help them tonight, so go to bed. When you wake up the morning of day 2, go to Pennington's cabin again. When you get to cabin 006, the rat businessman, Ratooey, is with Pennington. His briefcase, containing papers about his company's latest product, has been stolen. The product is Nitro Honey Syrup, a powerful new type capable of raising the dead! 0_0 Even worse, if mixed with gold and calcium, it could blow up the train! Pennington deduces that the criminal must still be on the train and mentions the items stolen from the waitress and Toodles: Shell Earrings (which contain calcium) and a Gold Ring! This must be the sticky threat in the note you found, and the thief must have written it! Go to cabin 001, which is strangely empty. The piece of paper lying on the floor in here is one of Ratooey's contracts; maybe the missing occupant of the cabin is the thief/sticky threatener! Wasn't Zip Toad in here? Return the paper to Pennington and he confirms that it must be Zip, then tells you to find him. Return to your room next. There's another paper in cabin 005. The cabin doesn't appear to have anyone else in it, so use Vivian's field skill again. Eventually, Zip slides out from under your bed! After you emerge from the shadows and he sees you, chase him around your room until you catch him. The time changes to late afternoon and Pennington and Ratooey enter. The penguin detective confirms that he's the criminal mastermind behind all this, and that he isn't really Zip Toad. After he returns Ratooey's briefcase, the intercom announces that the train has made a scheduled stop at Riverside Station. We next see a cutscene of Pennington and the Zip Toad impersonator getting off the Express. Once they're off, he reveals that he's really Doopliss, and he's been working for the Shadow Sirens! Before Pennington can stop him, he flees. Before getting off yourself, return the waitress and Toodles' missing items to get a Star Piece and 30 coins. Now, get off the train through the door in the green cabin. RIVERSIDE STATION Once you're outside, go to the right and talk to the conductor by the drawbridge. Someone (*coughdooplisscough*) has raised it, preventing the train from proceeding! When you agree to find the switch in the station and lower the bridge, he gives you the Station Key. Cross the tracks and climb the stairs, use the Save and Heart Blocks in you want, and enter the stationhouse. (You thought you could get through a chapter without doing a dungeon, didn't you? Wait...) In the slightly dingy lobby of the station, ignore the Close Call P Badge on a high ledge and the old elevator, and take the door. The right-hand door in this room is locked; use Tube Mode to roll under some latticework and hit a ! switch to the right. This creates some stairs leading up to another door; exit the enclosure and go through it. The next room is filled with seemingly useless gears. Climb the stairs and jump across the long teeth of 4 vertical gears. Try to memorize the pattern in which they turn to avoid getting dropped from them. After you make it across, roll under a large cylinder, then jump onto a brown gear and a large blue one. From there get onto a brown cylinder and use Koops to get the Storage Key from the opposite cylinder when the barrier between rises. Also, drop down once you get the key and take the Star Piece behind the cylinder the Key was on. After that, return to the previous room. Use the Storage key to unlock the right-hand door here. You're now on some outdoor stairs behind the station and drawbridge. What a view! After you go down the short stairs right after the door, note the hole in the bottom step. Use Tube Mode to roll into it and get the HP Plus Badge. Exit and go right. You soon meet a Poison Pokey, the first enemy of the chapter. Defeating them shouldn't be too hard. You can stand on the brick block and jump for a Thunder Rage; go down the stairs next and get the Shine Sprite. There's another enemy on the lower level of the walkway, a Dark Puff, which also should be fairly easy. Go down some more stairs to a seeming dead end. Use Flurrie's field skill repeatedly on the papers on the left wall to eventually reveal a door. The next room looks like a lobby with some stairs, but thee is a Tube Mode hole and a larger one in the corner. If you try falling down this hole, you go for a while, then hit a springboard and bounce back up. This room is TALL! Enter the other hole with Tube Mode and roll down to a level spot. Roll down the right- hand tunnel and try to jump the gap you're about to hit, then fall into the hole on the other side. If you fall, climb the ramps and keep trying. Once you're down, roll left and jump the next gap to reach a bigger section containing a powerful P-Up, D-Down Badge! I'd recommend equipping it right away. Reenter Tube Mode and fall down the hole you just jumped, keeping to the left of it so you take the left path in a fork just below. Roll through some more tunnels until you drop into a garbage bin on the higher level of the bottom room. The box has a Dried Shroom in it if you want it; there is also a Spiky Parabuzzy in this room. (You'd better have the Spike Shield Badge equipped by now) After you beat it, go through the door. You're in another storage room. There's a key on a high ledge, but it's unreachable. Go through the left door. When you beat the Goombas (are you kidding?) in this room, the 3 boxes open to reveal 3 switches with numbers. Hit each one the number of times displayed on it to create some stairs behind. Climb them, use Koops to get another Shine Sprite, and go through the door. Drop into the next room and open the huge chest. You got the Ultra Boots! As always, Toadette appears and teaches you about your new kicks. Besides having an even stronger jump attack and the ability to do a powerful new jumping move in combat, you can also use the Spring Jump in the field. Using it is much like using the Super Hammer's spin attack. Hold A, then once you're on the ground, twist the control stick to turn Mario into an accordion. Once he's fully coiled up, release A to send him flying straight up. (Make sure there's nothing above him for a few miles before trying it) You can also grab onto pipes using this move. Stand in the right-hand corner of boxes when the tutorial finishes and grab the pipe above you with a Spring Jump. Shimmy to the right on the pipe and hit A to let go, then use Paper Mode to slip through the grate. You emerge back in the first storage room. Get onto the boxes to the right of the door, cross to the other set of boxes with Yoshi, and use a Spring Jump to get on the pipe and cross the fence. Next, stand under the ledge with the key and use a Spring Jump to dislodge it. You got the Elevator Key! Leave the enclosure with yet another Spring Jump and exit the room. Drop from the ledge you're on and use the springboard in the corner to fly back up to the top of this tall, tall room. Go back up the stairs, defeating any enemies in your way, and then through the previous room, to the front lobby. Use the Spring Jump to get the Close Call P Badge on the ledge in the left corner of the lobby, then use the Elevator Key on, what else, the elevator. The room the elevator descends to is swarming with weird black puffy creatures! What’s going on? (Maybe it wasn't Doopliss after all) Blow them away with Flurrie and use the lever they were covering to unfold some stairs to the ledge on the left side of the room. Hit the ! switch; outside, the drawbridge finally lowers! Yay! Now, exit the stationhouse and talk to the Toad by the bridge again. He thanks you and tells you the train will now be leaving soon. Get back on board to continue your 3 Days of Excess. EXCESS EXPRESS It changes to nighttime as soon as you get back on board, so go to your cabin and then to bed. Strangely enough, when you wake up to day 3, everyone seems to be gone! Go to the locomotive and talk to the engineer, the only other person left on the train. He doesn't seem to have noticed the disappearances, but suddenly one of the dust bunnies from the Riverside Station appears on the window. Moments later, it's covered by them! The engineer panics and tells you to find out what happened to the other passengers. Go all the way back to the baggage car. (Make sure to save on the way there) The whole car is filled with more dust bunnies, and they've trapped the passengers! Once you get rid of the creatures with Flurrie, they retreat and the conductor and waitress thank you. They tell you the creatures, along with the passengers, fled out the back of the train. Slip between the crates to where you found the Ragged Journal and Spring Jump onto the pipe. Shimmy over to a tall box that lets you exit out the back of the train. You're now outside; climb onto the roof of the train. (Which is completely covered in more dust bunnies) Clear them out with the Super Hammer or Flurrie as you gradually make your way along the roof of the train. Once you get far enough, all the creatures merge into one huge monster! It's time for a boss fight! BOSS: SMORG Appearance: A giant five-armed monster made of tiny black clouds with eyes. HP: 50 Attack: 5 Defense: 0 Location: Excess Express Smorg is invulnerable as long as his top 3 arms (called miasmas) are around, and they each attack Mario separately for heavy damage. Use something like Gale Force or Fiery Jinx to take them all out and make Smorg vulnerable. It's pretty simple boss fighting after this; defeating the miasmas gives you 2 free turns of pummeling Smorg with your strongest attacks. Try using your new Spring Jump move to inflict heavy damage. When the miasmas regenerate a second time, they turn into a giant, hook-shaped miasma that does double-digit damage. It's extremely important to keep this thing down if you want to survive to beat him, so just quickly attack it like you did the Miasmas. Once you defeat Smorg, you're back on board the train. Everyone thanks the famous "Luigi" for saving them; after that, you hear an announcement that you've finally arrived at your destination, Poshley Heights! Once you're ready, leave the train. POSHLEY HEIGHTS Before heading to Poshley Sanctum to pick up the Crystal Star, take the opportunity to explore this almost weirdly-perfect, western style town. Spin Jump right in front of the stairs leading to the train station to find a Star Piece. Next, go into the left house, which belongs to Goldbob and his family. Inside, slip through a crack behind the table with Paper Mode to find a HP Drain P Badge. Exit the house and go to the swimming pool to the left of it. (Which, as always, is somehow filled with man-eating piranhas) Get the Star Piece behind the lawn chair and go over to Toodles' pink house. Don't go in; walk into the hedge to the right of her house and through it to reach a Star Piece behind the fence. Now, go to the next area of the town. There's a large cart here selling a mediocre cooking item for a downright ridiculous price. >>>>>>>>>>>>> SOUVENIR SHOP (Not the Glitzville one, the terrible one) >>>>>>>>>>>>> Fresh Pasta-50 Coins Now, go to the penguin-owned house next to the entrance and get the Star Piece hidden behind the hedge. The huge building next to it is the luxurious hotel of Poshley Heights. You aren't made of money, (then again, you could be) so it's best to not pay 30 coins to stay there. Anyway, go on to the next area. Poshley Sanctum dominates the final area. There's a Shine Sprite to the right of it, but it's too high to reach and there's no invisible block under it. Use the Spring Jump to hit it, then go to the door of the Sanctum. It's locked! And the manager is on a trip! Before you can worry too much, Pennington shows up. Instead of helping you find the manager, he says that he's the manager and this is his house! (Being a detective is only his hobby) He unlocks the front door so you can enter. POSHLEY SANCTUM Inside the cavernous sanctum, the Shadow Sirens and Doopliss have beaten you to the Crystal Star! They take the Star and disappear, leaving Doopliss to jump out a window, You're too late! Before you can go after the thieves, Pennington asks what's going on. When he learns you were looking for the Garnet Star, he tells you the stolen one was a fake. He keeps the real one in a different part of the Sanctum to prevent things like this, but how to find it is up to you. First, Spring Jump to reach a long bar above you. Shimmy across it to the right-hand ledge and go back towards the front of the room. Stand on the star tile and Spring Jump to get onto another bar. You can't shimmy across it because there are flags in the way; simply go to the right and drop onto the next ledge. Go back and repeat this once more, then to the front, where there is a Plane Panel; use it to fly to a ledge on the other side of the room. Repeat the Spring Jump process to get to the highest ledge of this side and hit the ! switch in the back to create a pipe. Drop back down and enter the pipe to emerge in the painting in the background. This is too weird. Enter the door of the Poshley Sanctum in the painting to enter... Poshley Sanctum!? What's going on!? This second, different colored Poshley Sanctum is filled with Dark Boos, which guard the real Garnet Star in the back. It's recommended that you beat them. (Preferably quickly; they are quite powerful) If you do, before getting the Garnet Star, use the Spring Jump to climb the ledges on the left side of the room. The second-highest ledge has a Shine Sprite; the highest has a chest containing the L Emblem! This Badge makes you look like Luigi; if you combine it with the W Emblem from Charlieton you look like Waluigi! Once you get those, go to the pedestal in the back and take the Garnet Star. You win! (And get the Showstopper Star Power!) END OF CHAPTER 6 The scene doesn't switch to Peach quite yet. After saving, go back to the real (I think) Poshley Sanctum and talk to Pennington. He lets you keep the Garnet Star and says he'll put another fake on in here. After you leave Poshley Sanctum, the scene ends. (You never got to tell him your real name!) ??? Back in Grodus' throne room, old computer-head is learning that his minions got a fake Crystal Star. Mario now has every Crystal Star except the last one, which Grodus himself has. He comes up with a new plan as we switch to Peach. As usual, head over to TEC's room when the door opens. TEC says he's finally concluded on what to do. He has learned all of Grodus' plans and tells Peach to escape quickly. He tells Peach exactly where she is: the Moon. As Peach is about to type a final message to Mario, Grodus and some X-Nauts enter. You've been had! Grodus says he knows exactly what TEC has been, and erases TEC's hard drive to keep the computer from betraying him again. TEC barely manages to send the E-mail before he's deleted and Peach is taken away to prepare for Grodus' final plan... ROGUEPORT It's about time for Bowser to lighten things up. (Who knows how he survived the battle of Twilight Town) Kammy says she's found some underground tunnels not on any maps, and Bowser leaves to smash his way through them. It's time for the final world of Super Bowser Bros. This one is a castle filled with fire, and is actually challenging. Luckily, Bowser has infinite lives, so it's impossible to lose. With practice you should be able to dodge the flames and X-Nauts. After you win, Bowser and Kammy emerge in some kind of weight room. The Gold Star is on the wall! Before they can take it, Rawk Hawk enters! XD He asks what they're doing in his secret training room and fights Bowser for his championship belt. Bowser easily defeats Rawk Hawk, but the Gold Star then falls and breaks. Of course, it's still a fake. Rawk Hawk says the Great Gonzales has the real one, but who is he!? So confusing! ROGUEPORT Back at Rogueport, Mario gets another E-mail from Peach. It says she's being held on the Moon, and begins to tell him Grodus' plan for the demon behind the door. Unfortunately, it cuts off before it can tell him anything. Next, return to Rogueport Square. Now that you have the Spring Jump, you can finally get the giant treasure chest on the wooden tower here. Use a Spring Jump under the chest to dislodge it. Predictably enough, it contains the Ultra Hammer! This new Hammer is stronger, gives you a stronger spinning attack in battle, and lets you smash grey stone block out of battle. Next, it's time for more sidequests. (Luigi is at the train station ready to tell you the next part of his crazy adventure) First, go to Rogueport Sewers from West Rogueport. ROGUEPORT SEWERS You'll probably notice that the previously wimpy enemies of the Sewers have been replaced by Bowser's Koopa forces. As long as you have the Spike Shield Badge some attack power-raisers, they should be pretty easy. Drop off the ledge you fall onto and stand on the red X to the left of it. Do a Spring Jump and shimmy across the pipe, past the wall. Ignore the blue pipe on the ledge for now (but remember its location for later) and drop down to a secret area with a Flower Saver P Badge. Stand on the other red X and Spring Jump again to get back on the pipe. If you didn't already get the Shine Sprite from the Spania- infested room in the sewers, you can return and use the Spring Jump to get it. Once you get it, leave and return to the room with the Boat Mode Dock. Go back through the tunnel behind the stairs and out to the lower path. Take the door to the right. This is another shortcut room much like the one to the right, except this one is sealed off with a giant stone block. Use a spinning attack with your new Ultra Hammer to smash it, then activate the shortcuts here in the same way as before. The left pipe you create leads to Poshley Heights; the right one goes to Keelhaul Key, just east of Shantytown. The chest on the higher ledge here contains an FP Plus Badge. Now, go back to the surface, then reenter the grate in West Rogueport and go to the underground plaza. Take the opportunity to buy some Star Pieces while you're here and then ride the elevator in the center. Align yourself with the pipe just beyond it and do a Spring Jump to grab onto a pipe. Shimmy across to the roof of the Underground Shop. Jump over to Merluvlee's rooftop and then off onto the top of the pillar near Dazzle. You can Spring Jump up to hit another Shine Sprite. After getting it, drop off the pillar and go right. Go all the way through this room to the one with the pipe to Petalburg. Go to the vertical pipe at the back of this room and Spring Jump while standing on either side of it. If you're on the left, you can get onto a ledge that appears to be a dead end. The wall on the other side is cracked; bomb it from here to open a hole that lets you reach the Defend Plus P badge on the other side. Next, go back to the pipe and Spring Jump onto the right-hand side of it. You can now shimmy way, way across to a stone platform with a pipe. Take it to the background and enter the house here to find a Star Piece. After getting it, go back the way you came and return to the Thousand-Year Door to find the last Crystal Star. If you were listening during Peach's scene you should already know where the last Crystal Star is: the Moon, and in the possession of the X-Nauts. ROGUEPORT Frankly confirms that the Crystal Star (yes, the final Crystal Star is actually the Crystal Star, if that makes any sense) is on the Moon. Obviously, he has no idea how to get there and says to give him time to do research. Go for a walk around town (maybe promote some partners or do Troubles) and then return to his house. Frankly has discovered a way to get to the Moon: the inhabitants of Fahr Outpost have a giant cannon that could shoot you there! (They must be fans of Jules Verne there) Frankly says that you'll need the Ultra Hammer, which you should already have, to reach a pipe in Rogueport Sewers that leads to Fahr Outpost. Remember the blue pipe you saw to the left of the door to Twilight Town in Rogueport Sewers? That's the pipe to Fahr Outpost. Drop through the grate in West Rogueport, cross the gap with Yoshi, and smash the grey block in the doorway to reach it. Enter the pipe to begin chapter 7. --- h. Chapter 7: Mario Shoots the Moon (Chap7) Enemies: Frost Piranha, Ice Puff, Moon Cleft, Z-Yux, Mini-Z-Yux, Elite X-Naut, X-Naut, X-Naut PhD, Yux, Mini-Yux, X-Yux, Mini-X-Yux, Magnus von Grapple V2 You emerge from the blue pipe in the obligatory ice level, with the obligatory cool music playing. Right off the bat, Spin Jump to the left of the pipe for a Star Piece. Next, have Ms. Mowz sniff around (or just search randomly) for a Double Dip P Badge in a hidden block in front of the rightmost tree here and jump to hit it, then go right to the next screen. You'll find some ice enemies in the next area. They're tougher than any normal enemies you've seen before, but with you've been leveling up adequately and equipping lots of power-raising Badges (like Jumpman), they should be easy. Take them out quickly before they freeze you and try to get the first strike. (And prevent getting hit by a first strike with the Chill Out Badge-how ironic) Jump behind the leftmost tree in the front part of this area for a Shine Sprite and search the middle of 3 bushes for a Star Piece, then continue right. There are more freezing enemies in the next area, and the red block contains an HP Plus P Badge. Look behind the broken wall in the foreground for a third Star Piece. After getting these goodies, go right along the path to the actual outpost. This area is a large clearing with more broken walls. The house in the back is locked; get the Star Piece behind the broken wall here and go right. This is the main area of Fahr Outpost. It has a house, cozy Inn (you get free Space Food for sleeping there), a shop, and some Russian Bob-omb residents. >>>>>>>>>>>>>>> NORTHWINDS MART (Fahr Outpost) <<<<<<<<<<<<<<< Ice Storm-6 Coins(!) Maple Syrup-20 Coins Ruin Powder-15 Coins(!) Shooting Star-30 Coins(!) Stop Watch-12 Coins(!) Super Shroom-15 Coins Don't worry; the tiny cannon the middle of the area is only a monument. Spin Jump to the left of it for a Star Piece, then get the final one behind some boxes in the far-right house. There's a second Shine Sprite to the right of the house. (Don't worry, that's the last thing to collect for this area) Next, speak with the mayor, the green Bob-omb standing near the cannon monument. He first denies the village has a cannon, then says he's trying to keep it secret to keep it from being used for war. When your partner *BOOM* tells him why you need to use the cannon, he understands but says you need permission from two of the cannon's biggest contributors, Goldbob and General White, before you can use the cannon. This shouldn't be too tough. Since you're fresh out of chapter 6, you'll recall that Goldbob lives in Poshley Heights. After returning to Rogueport, you can either use the Excess Express again or the shortcut in Rogueport Sewers to reach Poshley Heights. POSHLEY HEIGHTS Goldbob's house is just to the left of the train station. When you talk to him, he says he'll get the cannon going again, but it will take money. When he asks you how much money you're willing to pay, say you'll give him every coin you have. (Don't worry, you won't actually have to pay) After confirming you want to give him all your coins quite a few times, he gives your coins back and says he was just seeing if you really wanted to use the cannon. After this, he gives you his permission to use the cannon. Now, for General White. He's a little harder to remember; you saw him in front of the rightmost house in Petalburg. Leave through the shortcut and go over to the room to the right, where you can take another shortcut to Petalburg. PETALBURG General White is gone! The Koopa near the west entrance to the village says he mentioned a southern island when he left. Go back to the shortcut room and take the pipe to Keelhaul Key. KEELHAUL KEY He isn't here, either! Talk to Pa-Patch to learn he went to Glitzville. Go back to Rogueport (Cortez's ship is the quickest way) and then take the blimp to Glitzville. GLITZVILLE This is ridiculous! General White has already left, but the manager of the juice bar says he went to the Great Tree. Go back to Rogueport Sewers and take the last shortcut pipe. THE GREAT TREE The crazy general has a serious case of wanderlust; he's AWOL here too. The Puni at the entrance says he went somewhere dark. Head over to Twilight Town. TWILIGHT TOWN This makes ever chapter you've visited trying to find this idiot! Even worse, he's not here either! You can't get any hints about where he went next, except that he looked tired. Maybe he went home or something. How will you use the cannon now? Return to Fahr Outpost to inform the mayor of your failure. FAHR OUTPOST As the mayor is wondering what they'll do, General White steps out of his house in the background! ARRRRGH!!!! Quick, don't let him get away again! When you go into the general's house, he's...sleeping. Can this guy get any more annoying? Jump on him a few dozen times and he FINALLY wakes up. When he sees who you are, ol' Whitey says he's been searching all over for you. When you ask about the cannon, he says he'll get things ready. Go outside and talk to the mayor; he leads you over to the left screen. After they drop you through a hatch, General White and 2 other Bob-ombs go into the house in the back, which turns out to be a high-tech control room. After more preparations, the massive cannon emerges from the ground. The mayor orders several hundred Bob-ombs to stuff into a chamber beneath the barrel. After some final checks, the cannon fires and Mario goes flying to the Moon! THE MOON You actually made it; you're on the Moon! Wait, why aren't you blowing up? Or suffocating? And why can you hear? Looks like the laws of physics just went out the window. Things have changed slightly now that you're on the Moon. Since the gravity is lower, you can jump higher, but you run slower. (You can go at normal speed using Yoshi) There are also some new enemies. The main enemies are Moon Clefts, which have extremely high stats, including 5 defense! Either use piercing attacks on them, or flip them using Bobbery to negate their defense. Star Powers, including your newest one, Showstopper, are also good ideas. Anyway, time to start exploring the Moon. There is a Save Block in the area you landed in, and a cracked rock can be blown up for a Stop Watch. The area of the moon you explore is in a huge circle. Both ways lead to your destination, so take either one. If you go right, you'll find a Volt Shroom in a cracked rock. The left path has cracked rock with Courage Shells and Ruin Power. Either way, you'll arrive at the same place after traversing 2 more screens. In this area, you can see the X-Naut's base in the distance. There are also Z- Yux in this area, stronger versions of the Yux from the Great Tree. You'll want to equip the Chill Out Badge if you didn't already, since they can fire lasers at you before you can even see them. The cracked rock in the foreground contains Power Punch, and there's a Star Piece behind the rock just beyond the huge crater. Next, bomb the other cracked rock to find a pipe leading to the background. Once you're there, go right and enter the X-Naut Fortress. X-NAUT FORTRESS Time for more cool music! The entry room of the high-tech base is a covered tunnel with conveyor belts leading up and down. (The gravity is somehow normal in here) Take them up and enter the next room. This square room has Heart and Save Blocks, but before you can use them, two Elite X-Nauts fight you. They have very high HP and attack power, and 1 defense, and can also use some stat-changing potions that do things like make them bigger. They still shouldn’t be too hard, and you can heal right after defeating them. Once you're ready, continue right. This hallway is reminiscent of the ones you've explored as Peach except for the view; there's an identical elevator in the middle. Keep going right and through the next door first, though. When you enter the room, some of the weird floor panels light up. Memorize the pattern and only walk on those tiles to reach the Elevator Key on the other side. If you step on a panel that didn't light up, you get electrocuted. The electric floor shuts off after you get the key, allowing you to take the Super Shroom on your way out. Now that you have the key, take the elevator to the second sublevel. (Skip the first one for now) Peach has already explored this long corridor. Go left and through the door at the end of the hallway. (The door just to the left of your elevator is the potion room, but there's nothing to do there now) This is another electric floor room. The floor panels don't light up this time; use the diagram on the back wall to find out where to go. There's a Card Key on the other side of this room. Next, go all the way to the right in this long hallway to a room you'll recognize: Grodus' throne room. Unlike when Peach was here, an X-Yux guards the throne room. These are the top of the line for Yux; they not only have high stats, they also create 2 Mini-X-Yux per turn! Use an attack that hits all enemies (like Multibounce or Fiery Jinx) to wipe out all the Mini-X-Yux, then hit the X-Yux itself with a powerful attack. You can also try to avoid it if you want. Enter the door behind the high-tech throne to Grodus' room. Simply take the green Card Key from Grodus' desk here and return to the main hallway of sublevel 2. Go past the first door and the other elevator (the one Peach used) to the third door from the right. This room appears to be a Yux-growing lab. The squeaking noise you hear is an open vent swinging back and forth. Use the Spring Jump while standing under it to access the vents. There are 2 other vents in the air duct you can slip through with Paper Mode here. First, go all the way left to find a Star Piece, then go back to the right and go through the first vent you see. You land on a complicated computer. Don't drop down yet; first, use Koops to get the Cog from the other computer, which will be useful later. Next, check out the paraphernalia in this room. Hitting the little red button activates a field of light on ac platform, and when you step on it, you're teleported (complete with cheesy sound effects) to... ROGUEPORT SEWERS You're in the leftmost building of Rogueport sewers! What a cool shortcut! This teleporter must be how the X-Nauts got to Earth in the first place. (You'd think Mario could stop all the X-Nauts' plans by destroying it) Anyway, do anything you feel like back on Earth, then return to the Moon base. X-NAUT FORTRESS Back on the Moon, lave the teleporter room and go back to the Yux lab. Reenter the vent from here, but this time drop through the rightmost vent. You fall into one of the changing stalls in the room where Peach disguised as an X-Naut. When you open the curtain, it's CLASSIC MARIO ACTION TIME! (You thought they could get rid of it, but noooooo, it's back!) Your partners all become 8-bit too! w00t! Once you're done enjoying that (dropping into the stall is the only way to get retro), check the 2 notes on the table. The red one contains a code: 014029. Like it says, don't forget it! The other one has a simpler code: left, right, middle. With that information, go back to the left elevator and return to sublevel 1. First, go right. The door here is code-locked; use the number code you just got to open it and go in. I doubt anyone was expecting this. This room is a high-tech clone of the Thwomp quiz room from Shhwonk Fortress! Talk to the robotic Thwomp to start the quiz. It has the same rules as before, except that if you get 3 questions wrong, you'll have to fight 2 X-Yux...ouch. Here are the answers to it: 1. Elevator Key 2. Koopie Koo 3. 6 4. Hooktail's Belly 5. Prince Mush 6. A ring 7. Number seven (he's asking what number question it is...again 0_o) After winning, you get an Elevator Key, just as the first question said. Leave this crazy room and go to the other end of the hallway. This room has some complex machinery in it, and a platform with some cool prizes. First, insert the Cog you found into the open panel full of cogs. Next, hit the red buttons in the order on the note: left, right, middle. This activates the machine. It's a crane game! Use the nearby terminal to start. To operate the crane, first hold A to decide how far to the left the crane moves, then hold B to move it back. You only get one chance for each, so align it perfectly using the freaky-crazy beam of light it projects. If you're a skillful crane operator, you can get a Star Piece and Feeling Fine Badges for Mario and his partner. Now, leave the crane room and go back to sublevel 2. Go right and use your new Elevator Key to use the other elevator. You can descend to sublevel 4, which is Peach's level, but there's nothing to do there and TEC's former room is locked. Descend to sublevel 3 instead. This is another short hallway; go through the left door first. This is the hardest electric floor room yet! You have to follow the pattern of lit floor panels as it winds across the room; if you step off it, you get shocked! The pattern is always 3 panels long, and you should always stay in the middle panel of it. (The pattern switches back at one point) It will take a lot of tries, but you should eventually be able to get the Card Key at the end. You can take the HP Drain on your way out if you want. Next, go across the hallway to the opposite door. This small room has 3 card-operated locks. Insert your 3 Card Keys into the slot and go through the unlocked door. (There might be a certain order the cards need to be in, but you can easily figure it out with guesswork) This room is a huge factory with no apparent purpose whatsoever. Go right first and hit the switch on the other side of the fence with Bobbery, which activates the conveyor belt. Slip through some bars to it with Paper Mode, then use Vivian's field skill to get past the barrier. Jump onto the yellow thing the conveyor belt goes into and then onto the platform when it lowers. From that platform, get off onto a ledge, then to another moving platform and at all pipe. The pipe leads into the background. Jump across the hanging platforms (don't worry about falling) and to the rotating cogs. If you want, you can follow some other hanging platforms from there back to an Ultra Shroom, which could be useful for your impending boss battle. Anyway, jump from the cogs to a vertically moving platform, and then to a metal platform. Cross a short gap, climb some steps, and enter the pipe to emerge in a different part of the foreground. Carefully cross 2 moving platforms from the one you're on to a ! switch. When you hit it, some huge yellow steps are created leading from the ledge the pipe if on up to a locked door. Before you can enter it, you'll need the Card Key. Go back across the platforms and to the background. From the pipe, cross some more hanging platforms (don't go onto the gears if you can't help it) and reach a platform with a very tall pipe. Use this one to return to the foreground next to a Plane Panel. Use the Plane Panel to glide over to a ledge just beyond the first switch you hit in the room with a blue Card Key. Drop off this ledge and use the Save and Hearts blocks to prepare for the chapter boss, then enter the only accessible pipe to return to the conveyor belt. Go back the way you first came to the pipe at the base of the yellow stairs. Climb them, use the Card Key on the lock, and go though the final door. Crump is waiting for you in this massive room. It's time for your final showdown. He summons the new, improved Magnus von Grapple; prepare to fight! BOSS: MAGNUS VON GRAPPLE 2.0 Appearance: Magnus Von Grapple, with a black body, yellow X, and a "2" over it. HP: 70 Attack: 6 Defense: 2 Location: X-Naut Fortress Lord Crump defends the last Crystal Star in an upgraded version of Magnus Von Grapple. This new robot has all the attacks of the original, including the rocket fists. As always, destroy them ASAP when they detach. It also has a new machine gun attack that uses your audience for ammo! When the robot is heavily damaged, it flies out above the seats and sucks a great deal of them up, then fires them through its chest cannon at you! You'll need great timing to block this attack, and it will likely cause massive damage to you. Try using the Piercing Blow Badge to do maximum damage to the armored monstrosity, and also maybe use Fiery Jinx to destroy the rocket fists and do great damage to the robot. If you've been equipping all the power-raising Badges you have, this fight should still be easy.
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