Post by TyrorexDMZ on Feb 12, 2016 17:28:03 GMT -5
CHAPTER 3 SPECIAL ITEM LOCATIONS HP-UP HEARTS Shopping- 200 coins (requires buying the previous HPUHs) 3-1 (Open the giant heart-shaped box and unwrap the wrapper glowing most) 3-3 (Open a door that requires the following four Heart cards: Ace, 2, 4, 8)
PP-UP FLOWERS Shopping- 200 coins (requires buying the previous PPUFs) 3-1 (Find and smash the large chocolate seed) 3-3 (Open a door that requires the following four Clubs cards: 3, 5, 6, 9)
SP-UP PACKET 3-2 (Get the top record in every minigame)
PLUMBER ARTIFACTS -BUGABOOM TONGS: Crushes an enemy with insectoid pincers for 12 damage --One enemy --8 PP --3-1 (pull out of tree near honeycomb) -FRACKTAIL FLAMETHROWER: Ignites the ground for 3 turns, causing 3 fire damage at the end of each turn and possibly a burn --All ground enemies --12 PP --3-2 (Win at the Sticker Sling attraction) -GOLDEN DIVA MASK: Cause 1 of 5 random effects to happen to random characters: Burn, Freeze, Poison, Dizzy and Blind --All battle participants --10 PP --3-3 (Open an optional door that requires Queens of all four suites) -GAMIRATE TRINITY: Creates spectres of the Gamirate Commandos that use a 3-hit combo of 3>5>7 damage --All enemies --13 PP --3-3 (Defeat Rux, Pip and Scizz)
LUIGI LOCATIONS 3-1: While underground, wait for a mint chocolate bar to appear. Then, jump on it. 3-2: During the Sticker Sling mini-game, aim for a green sign normally obscured. 3-3: In the card maze, head toward the green-looking Jack of Hearts.
Post by TyrorexDMZ on Feb 12, 2016 17:45:06 GMT -5
HOLEY UNDERGROUND LEVEL 3 G-3: Jawbreaker Prison Gameplay -Returning gameplay elements include chocolate piece placement and ground pounding weak floors. -In this level, Mario can find a field ability version of the Spin Drill. -Using the Spin Drill, Mario can drill through the weak points of the jawbreaker. -To beat the level, the jawbreaker must be rolled so it's straightest line connects the start with the Key Piece.
Story -Upon Mario and co. descending here, Krampus is frothing at all the candy. Before he can bite, though, Junio asks him to halt. -When Krampus growls, Junio inspects the candy. Sadly and sickeningly, it's covered in Dry Shroom spores. Mario, Doug and Krampus are crestfallen at the candy down here being expired. -On another more pressing note, Caryla notices two things. One- the shape of the jawbreaker forms many barred doors, like a prison. Two, and scarily, the biggest door, a crown-themed one, is covered in Dry Shrooms and violently torn apart. Doug wonders what was kept in that cell, while Krampus is growling more. -Midway through the level, Mario finds a mural. This mural shows several Monty Moles living in Cocoa Castle, operating the machine the Gamirates were using. DOUG: Wait, what? You mean that card castle wasn't built by the theme park people?! JUNIO: According to this mural, no. It's been up there for a long time. The company must have just liked the castle too much to tear it down, and built around it instead. -Near the end of the stage, near the aforementioned crowned jailcell, our heroes see the caped Monty Mole look at a candy cane covered in both Shrooms and shadow. Angrily, the youth freaks out and stamps on it as hard as possible. SHADOWY CAPED MONTY: It's not my fault, it's not my fault! That old crone tricked me! It's all gone...there's only a few left...and...and... Suddenly, the shadowy Monty sees the group. Quickly, the shadowy Monty flees.
Last Edit: Feb 12, 2016 17:58:16 GMT -5 by TyrorexDMZ
Post by TyrorexDMZ on Feb 12, 2016 21:01:27 GMT -5
RECIPES -After their absence in the previous game, Recipes return. -Baked goods can be made after defeating Brutus the Teacher for the first time- in other words, at the start of the game. -The bakery in Pastel City, Sal T. Buns, is located to the left of the Pastelora Museum. -The baker's name is Sal T, former chef of the Sticker Museum in Decalburg, and the older brother of Zess T. -When Mario and Sal T. meet, Sal T. says that he would apologize for staying away from Decalburg during the incident last year... but he's not that kind of person. -...these stickers count towards the Pastel Museum's completion, so bring at least one copy in to display. -After baking certain recipes, they become available at Sal T. Buns for a price. Flour is always available.
HEALING STICKERS -Mushroom: Heals 10 HP. (10 coins) -Super Mushroom: Heals 30 HP. (25 coins) -Mega Mushroom: Heals 60 HP. (50 coins) -Syrup: Heals 10 PP. (10 coins) -Honey Syrup: Heals 30 PP. (25 coins) -Ultra Syrup: Heals 60 PP. (50 coins) -1-Up Shroom: Heals 15 HP if Mario's HP reaches 0, can be used manually. (40 coins). -1-Up Super: Heals 30 HP if Mario's HP reaches 0, can be used manually. (100 coins). -Poison Shroom: Poisons whoever eats the shroom for 3 turns. (30 coins)
COOKING-RELATED STICKERS -Flour: Heals 5 HP and 5 PP. (12 coins) --Ingredients: NA -Shroom Cake: Heals 20 HP. (20 coins) --Ingredients: Mushroom+Flour -Super Shroom Cake: Heals 50 HP. (32 coins) --Ingredients: Super Mushroom+Flour -Mega Shroom Cake: Heals 100 HP. (57 coins) --Ingredients: Mega Mushroom+Flour -PANcake: Heals 20 PP. (20 coins) --Ingredients: Syrup+Flour -Honey Pancake: Heals 50 PP. (32 coins) --Ingredients: Honey Syrup+Flour -Ultra Pancake: Heals 100 PP. (57 coins) --Ingredients: Ultra Syrup+Flour -Dangerous Delight: Brings Mario's remaining HP to 10 and poisons him for 13 turns. (130 coins) --Ingredients: Poison Shroom+any baked good
Post by TyrorexDMZ on Feb 12, 2016 21:07:31 GMT -5
-When Mario and friends return to Pastel City, they talk about their recent victory against Maestro Crimsopire/the Gamirate Commandos (whichever chapter was most recently completed). Shortly, though, they become aware of the devastation in town. -The group returns to the museum and see Steikz leave his room. Steikz greets them immediately. -Junio informs Steikz that they found some more pages of the Tome of Shroom. Steikz is quite pleased, believing that soon, the passage will be open...though he sounds a little stressed and under the weather. -Mario pantomimes the possibility that it has something to do with the town's current shape. STEIKZ: Of course. my boi! What else would depress me at a time like this? Mario and co are taken aback. STEIKZ: I'm- I'm sorry. I've just had a lot on my mind. -After that awkward moment, Steikz reveals the duo responsible for this seemed to have headed northwest, towards Twinkle Outpost, and that the attack started from the entrance to Orenchia Beach. Steikz suggests to check both locations out, since they are the only parts of the Pastel Region left to scour for pages. Steikz then heads back to his room and locks the door behind him, to the concern of the museum staff.
WORLD 4: TWINKLE VALLEY -A mystic valley of the stars seemingly forever under the peaceful gaze of the moon, scientists here often gaze back, at a series of galaxies in the sky that seem to be the domain of a settlement of Lumas. There also seems to be a dark, powerful aura coming from the deepest part of these galaxies...
-The northwest part of the city is where the gate to this world is located. Due to the recent "incident", though, Pastel City intel are currently investigating. -When Mario gets here, the Penguin inspector won't let him by, and won't believe anyone's claims that Mario is Mario. -The inspector does see that he could be wrong. He gives Mario a chance to prove himself by investigating the areas where the attack took place, thinking Mario won't be able to get to those locations. -You don't have to go to the exact locations where the player played as Boom Boom and Pom Pom. Instead, there are 4 clues to find: BOOMERANG: Need Ground Pound BROKEN METAL: Need Krampus BOWTIE: Need Junio to paint in another tubeline like the one from 1-4 BOWSER EMBLEM: Need to hammer a newly-revealed mound to find the emblem -When Mario brings back these clues and deduces the attackers are connected to Bowser, the inspector applauds him and lets him pass by. WORLD 5: ORENCHIA OCEAN -A normally calm chain of islands, the Orenchia Ocean is the home of species such as Sosorrisurfs, Tewbadivas and even some common ocean dwellers like Crabbers. However, rumor has it that a factory with the Gami Squadron's symbol is hidden somewhere on the islands...
-The southmost part of the city is the way to this world...again, though, some intel are investigating. -These Sosorrisurf cops won't let Mario by at all. -As Mario leaves, Junio suggests asking Keirf to help them through the blockade. -In a smaller scale, yet similar vein, to the General White quest from TTYD, Mario must search through Pastel City to find where Keirf has disappeared off to. This time, however, each location gives a series of clues connected to where Keirf is, so you can figure it out before going everywhere. -It turns out Keirf is under the stairs connecting Pastel City to the main part of Orenchia Ocean. -When Mario and friends find Keirf snoozing, Keirf awakens. Remembering Mario, Keirf goes with the group temporarily to help out. -When Keirf reveals his friendship with the cops, they agree as a favor to let Mario by. His job done, Keirf says he'll catch the team later.
Post by TyrorexDMZ on Feb 12, 2016 21:12:13 GMT -5
4-1: Twinkle Outpost Gameplay -The first part of this stage is just the path to the outpost. -In a secret hole during this part, Mario and co. can find a Shadow Monty. -The second part is assembling a launchpad near the outpost.
Story -When Mario and friends enter the valley, they admire the beauty of the moon. However, they feel a cold wind, making it hard to appreciate the scenery. Doug responds by lighting a fireplace temporarily. -In the middle of the stage, Krampus notices not two, but three shapes nearby. The old Chomp barks at them, causing them to flee. -When Mario and friends reach the outpost, they see a high-tech rocket launch into space. -Mario and friends get inside and meet up with the Amp scientist, Dr. Newtron, who seems really awake and peppy. -Dr. Newtron lambasts the three thieves stealing his rocket, and thinks they're after the energy located in the Twinkle Galaxy systems. Cayrla points out that they can just make another one, which surprises the Dr, but he rolls with it in mid-air. -After assembling the pad, bridge and stabilizers, everyone is all set to launch. Just before they can take off, though, Newtron points out they are missing one vital component for the rocket launch-the rocket itself, for it seems to be lacking in color. JUNIO: Take it steady, my round bean, for I can sketch up a solution quickly. -Junio then sketches up the rocket earned in 2-1, creating a rocket and solving the problem. -Everyone gets in the rocket, and it launches. JUNIO: Tally-ho, my chaps! ENEMIES IN 4-1 -Goomba, Brustache, Dayzee and Gamiswan
Post by TyrorexDMZ on Feb 12, 2016 21:21:46 GMT -5
4-2 Twinkle Road Gameplay -This stage is in the format of a seemingly endless plain. -Mario and co. need to follow the constellations on all 3 screens to get to the end. -The third screen has a trick- only one of the constellations is the real one, and there's a subtle, yet noticeable, difference on it.
Story -After getting out of the rocket, everyone looks up at the stars. Doug comments on how beautiful it is before reverting to his punkish dialect. -Cayrla says there's no shame in finding things beautiful, to which Krampus barks happily. Junio remarks that sights like this don't come that often. -Suddenly, a constellation resembling a messed-up Brutus appears in the sky, scaring almost everyone except Mario. Through this constellation, Brutus the Teacher makes himself known. -Brutus calls Mario F- material. He goads the team, claiming if Mario wants to prove otherwise, he'd better seek him out. -After the final constellation and Save Block, Brutus physically shows up. The buff teacher informs Mario that Albus' plans will come through, and Mario will be able to do nothing. Mario disagrees.
-mini-boss: BRUTUS THE TEACHER 2 -HP: 100, ATK: 6, COINS: 170 -GAMI SQUADRON EMBLEM -HP: 8, ATK: 3, COINS: 0 -2 Gami Squadron emblems cover the light of the sky and attack after Brutus does -to instantly inflict 10 extra damage on Brutus, destroy both emblems in the sky, so the light of the stars will shine on Brutus at the end of the turn -the emblems stay down for 2 turns. the turn they were KOd counting as 1
-After his defeat, Brutus comments that he still couldn't win, even though "those 2 stoopa Koopas" told him it would be the ideal ambush, and decides to retreat, thinking the Koopas will keep to "their end of the deal"
4-3 Twilight Minipolis Gameplay -A Luma-filled town stage. -Find all 6 Lumas playing hide-and-seek within the city to gain entry to the next stage. -There's a new field ability for Mario hidden here.
Story -When Mario and friends get here, the town of Lumas seems to be in panic. Immediately, Cayrla dashes to town hall to see what's wrong. -The elder black Luma explains that 6 of the choir Lumas have gone missing, due to 2 scary Koopas they hadn't seen before. The black Luma feels without them, the way to the other parts of the galaxy will remain closed. -One Luma kid requires Cayrla to put him to sleep so he can be caught. -Underneath the town, Mario finds a new piece of equipment- the Star Hammer. This upgrade allows Mario to destroy Star Blocks. It also powers up all Hammer stickers by 2 ATK, except for the Eekhammer and its higher stickers. -After finding all 6 Lumas, the elder orders the gates opened...but he also tells Mario that a strange chill seemed to had manifested in the next galaxy a little before Mario came. He then bids Mario farewell. -...only, as Mario is leaving, the Elder whispers the following into Mario's ear ELDER LUMA: ...the Sticker Comet is in the area.
-no enemies in 4-3 PAST ENEMIES 4-2: Gamibrush, Gamipupil
NEW ENEMIES OCTOOMBA -HP: 8, ATK: 4, COINS: 26 TOPMAN -HP: 10, ATK: 1*6, COINS: 22 UNDERGRUNT -HP: 9, ATK: 5, DEF: 0 (can hide under lid- use Hammer to damage them for half), COINS: 28
Last Edit: Feb 12, 2016 21:22:14 GMT -5 by TyrorexDMZ
Post by TyrorexDMZ on Feb 12, 2016 21:37:13 GMT -5
4-4: Sticker Comet Galaxy Gameplay -At the beginning of the level, an order of images of 6 Things from Sticker Star presents itself (Scissors, Fan, Radiator, Trumpet, Chilled Ice, Goat). -You must remember this order, and then take the path on each screen with something matching that Thing in the scenery. -Sometimes, a bitter chill sweeps over the current level. Use Doug to ignite a fireplace so it doesn't send Mario and co to the beginning of that area. -With the ability of the World 5 partner, some Sticker rails can be grinded on to avoid some chilly areas.
Story -As soon as Mario and co. step into the area, they notice the array of stickers and strange objects scattered about. -While Mario, Junio and Doug chat up how close Desteroid Galaxy is, Doug being sure they'll get there, the other party members are looking at the various Things lying around. Suddenly, a bitter chill sweeps over the plains, and a voice says "Mari-OOOO..." -Mario holds his chin, as if he knows where he's heard that voice before. Shortly after, though, he shakes his head. -After passing the third area, Mario and friends come across the Sticker Comet, which seems to be looking at various stickers and Things. -When the Sticker Comet notices Mario...Kersti pops out. -Kersti greets Mario, while off-put by his friends, especially Cayrla. -Junio asks Kersti if she knows the way to Desteroid Galaxy. Kersti keeps psyching them out by being about to mention such...but then goes on other tangents, such as mentioning how paper fares in jungles. DOUG: What a shocking surprise...so anyways, could you get to answering the question? -When it becomes obvious that Kersti doesn't actually know the way to the galaxy, Cayrla accidentally blurts out how unhelpful Kersti is. This comment serves to worry Mario and anger Kersti. -Sensing this anger, the Royal Sticker Album pops up and opens up. Kersti then wields it.
mini-boss: ROYAL STICKER ALBUM HP: 90, ATK: 8, DEF: Halves all damage, COINS: 125 -The RSA uses various Things from the previous game, such as the Scissors, the Fan, the trumpet, the Radiator, and the Chilled Ice, each with side-effects. -For the first 2 turns of the battle, the RSA has an attack-halving perk to it. This detail annoys the current party member.
-After 2 turns, a sudden chill sweeps over the arena. When it passes, a familiar face shows up...Mr. Blizzard! -The battle continues on. Now, though, with Mr. Blizzard's partner sticker, the RSA's defense is removed, allowing the battle to proceed as normal.
-Ater the battle, Kersti is kicked out of the Album. Still annoyed at each other, she and Cayrla continue their argument. Eventually, Mr. Blizzard tells them to stop their arguing, saying that it isn't solving anything. -Kersti and Cayrla apologize to each other for their own reasons. Cayrla admits that what she said shouldn't be said out loud, while Kersti apologizes for not being helpful when the group asked. They both accept. -When Mario and the Mr. Blizzard look at each other, Mr. Blizzard says he's been following Mario ever since he came here to the Twinkle Galaxies. Although he apologized, he still wants to make up for the way their meeting last year ended. Mr. Blizzard also tells Mario and co his real name...Blizz. BLIZZ joins the party! Press the Y Button to throw an arching snowball on the field, and possibly freeze enemies. -Partner Sticker: Snowball (Throw an arching snowball at an enemy that removes any defense they would normally have. 6 damage, goes up by 3 for every Green Star Blizz has) -Battle perk: Icy Fighter (Adds ice attributes to normal Jump and Hammer stickers)
-Before leaving on the Sticker Comet, Kersti says that she did see what seemed to be 2 of Bowser's commanders at the edge of this galaxy. Both then fly off. -After passing the final area, Mario and co. end up in a new room, which seems too quiet. -Without warning, a boomerang passes by, and both Boom Boom and Pom Pom come crashing down on their feet. Everyone sighs in relief that it's just Boom Boom and Pom Pom, which the duo takes offense to -Boom Boom barks out how Brutus didn't keep to his end of the deal to destroy Mario, and now he himself has no incentive to hand over the Page of Shroom to the Gami Squadron in exchange for Peach. DOUG: Whoa. That was...oddly informative. -If the World 5 partner is in your party, the partner asks Boom Boom to "Chill out", also saying "No offense" to Blizz. Boom Boom responds poorly, yelling at the partner to keep it to themselves. -Pom Pom asks Boom Boom to calm down. BOOM BOOM (Realizing her point): I guess I should, doll...but how about after we bash these bozos in?! POM POM: It's a date!
mini-boss: BOOM-BOOM HP: 70, ATK: 7, COINS: 135 POM POM HP: 50, ATK: 3*2, COINS: 110 -When Boom Boom starts spinning, Mario will take 5 damage if he tries using a horizontal close-range sticker on him. Spin Drill will put a stop to that. -Pom Pom has a tendency to create shadowy clones of herself. Each clone inflicts 2 damage once if not dealt with. -If both Boom Boom & Pom Pom are low on HP, they'll use a team-up move that inflicts 12 damage on Mario.
-After the battle, Boom Boom and Pom Pom are panting. BOOM BOOM: (annoyed) To the Underwhere with peaceful means- we'll just take Peach by force from the Gami Squadron instead! -The duo then get out their airship and head back to the Pastel Region. As they fly off, both of them say to Mario that this isn't over. JUNIO: If that battle was the brute's idea of peaceful, I'd hate to see what he considers violent. -The way cleared, Mario and his friends head to the next stage of their journey...
OLD ENEMIES IN 4-4 -L'il Cinder, Moon Clef, Octoomba, Topman
NEW ENEMIES IN 4-4 BEEPBOXER -HP: 10, ATK: 4, COINS: 23 FUZZY -HP: 5, ATK: 2*3, COINS: 14 ANGRY SUN -HP: 17, ATK: 7, COINS: 41
Last Edit: Feb 12, 2016 21:38:26 GMT -5 by TyrorexDMZ
Post by TyrorexDMZ on Feb 12, 2016 21:57:09 GMT -5
4-5: Desteroid Galaxy Gameplay -In a similar vein to Dry-Dry Ruins from the original Paper Mario, Mario must find 5 PassStones throughout the level. He must then arrange them in the correct order to access the boss. -However, the door opens up with any combination- it's just that the wrong ones warp Mario to a dangerous part of the level. The clues to the right combo are in star-themed rocks across the level.
Story -When Mario and friends get here, they notice the sudden unwelcome change in decor, with Krampus whimpering. -When the gang gets to the boss door, they look at the stones required. Upon closer inspection, Doug notices the stones remind him of the Fear Stones at Crimson Manor. -When they get past the door, Mario and friends are greeted with the sight of a floating spectre made of rocks that also seems to have lasers for fingertips. -This spectre, Desteroid, speaks to Mario and friends in an unknown language at first. Upon realizing the gang does't understand, the spectre speaks English. -Desteroid introduces itself, and sees the Tome of Shroom acting up in response to the page that Desteroid is holding. -Desteroid says that it realizes that Mario and friends seek the page. Unfortunately, it can't let them have the page, for it doesn't want to face "the horror below" again. JUNIO: What are you talking about, "the horror below"? DESTEROID: I refuse to speak of it. The three of us sacrificed too much, barely sealing that- thing underneath Pastelora. The Maestro is cursed with immortality, an outcast to his own kind. The comet must always leave the world it calls home, never able to stay for long. And I...look at me! I can never go back. Better to be forgotten than end up like this! DOUG: You know Maestro Crimsopire?! BLIZZ: And to think you have history with the Sticker Comet- DESTEROID: ENOUGH! Regardless of what you aim to do with that page, I will NOT let unleash that horror upon the world again! Desteroid grabs all of Mario's switchable partners with one hand. DESTEROID: It's better to end your game here than finish your adventure. Believe me- I'm doing you a favor!
-BOSS TIME! DESTEROID HP: 160, ATK: 8, DEF: 2, COINS: 420 GATLING FINGERS HP: 7, ATK: 1 (unclenched finger)/2 (clenched finger), DEF: 1, COINS: 0 -As stated above, at first, all current party members are incapacitated due to being caught in Desteroid's fingers. -Given the above stats, Mario really doesn't have a lot of time to mess around. -To free your party members, Mario must jump on the fingers currently not holding them, forcing Desteroid to let go. -When all fingers are destroyed, Desteroid's core is exposed, allowing Mario and friends to wail on it for 3 turns. After those turns are up, the fingers recapture your party members. -For every turn you fail to rescue your party members, Mario takes 2 damage from the fingers of each captive party member.
-After the battle, the Page of Shroom flies downward, and Mario & friends obtain it. -However, Desteroid initiates self-destruct, and Mario and friends must flee to the beginning of the level -Puzzled at what Desteroid was talking about, and surprised at its connections with the Sticker Comet and Maestro Crimsopire, Junio paints up a rocket, and our heroes head back to their world -After leaving the stage, Maestro Crimsopire arrives where Desteroid was beaten. CRIMSOPIRE: Stero...mein old friend! Zey got ze page you had, too? Time eez running out, zen. DESTEROID: I'm sorry, Crimson. They just wouldn't listen to reason. They have no idea what they're unleashing on their home! CRIMSOPIRE: I've noticed, mein friend. As soon as I heal your wounds, ve try and stop zis thing again. It may not ve all of us, vut ve'll make zis vurk! -If World 5 has already been cleared, Junio says they really need to see Professor Steikz right now
END OF CHAPTER 4!
4-5 ENEMIES -SAME AS 4-4 ENEMIES.
Last Edit: Feb 15, 2016 20:01:26 GMT -5 by TyrorexDMZ
Post by TyrorexDMZ on Feb 12, 2016 22:06:32 GMT -5
CHAPTER 4 SPECIAL ITEM LOCATIONS HP-UP HEARTS 4-2 (At the beginning of the level, use the Star Hammer to smash open a star-shaped rock that leads to a hidden crater) 4-4 (Backtrack to one of the bitter chill areas and use Blizz's snowballs to create a snowman near a red rock heart)
PP-UP FLOWERS 4-1 (Use Krampus to open a crack in the only wall with grass, to find a secret garden with the PP Up Flower) 4-3 (Play and succeed in a round of hide-and-seek with a Star Rabbit)
PLUMBER ARTIFACTS -HISSTOCRAT SKULL: Summons a barrage of serpents from underground, sending ground enemies skyward for 11 damage each. --All ground enemies --14 PP --4-1 (Pull out of ground near a stray circus garb) -UFO BOOMBOX: Increases Attack by 3 for 2-4 turns. --Mario --9 PP --4-2 (Walk towards the Wiggler constellation) -TARANTOX TAPESTRY: Traps all air enemies in a sticky tapestry for 3 turns. --All air enemies --12 PP --4-4 (On the first screen, blow into the mic to reveal a not-so-invisible web) -PIGGARHYTHM VAULT: Attacks all enemies on the ground 3 times for 4 damage each hit, then spits out 2 coins for every successful timed hit. --All ground enemies --16 PP --4-5 (Arrange the PassStones in a certain order to reach a normally-unreachable area hinted at on Piggarhythm statues) -DESTEROID METEOR: Summons a huge meteor that causes 24 damage, at the added cost of Mario`s attack power being halved for next 2 attacks --All enemies --18 PP --4-5 (Defeat Desteroid)
LUIGI LOCATIONS 4-2: After defeating Brutus, instead of clearing the level, head towards the constellation of Luigi. 4-4: Find the rock with a picture of Luigi on a chairlift. 4-5: Arrange the PassStones in a certain order to be taken to a normally-unreachable area with a King Boo constellation. The combination hint is given on a series of green rocks across the level.
Last Edit: Feb 12, 2016 22:06:49 GMT -5 by TyrorexDMZ
Post by TyrorexDMZ on Feb 15, 2016 18:54:04 GMT -5
HOLEY UNDERGROUND LEVEL 4 G-4: Meteor Grotto Gameplay -Returning gameplay elements include constellations, Pass Stones, hide'n'seek, and cold winds. -On certain screens, Mario must dodge falling meteors and stalactites.
Story -Upon descending to this area, Blizz notices the opening in the cavern revealing the sky. BLIZZ: The night sky really brings the cave architecture together.
-Partway through the stage, Mario and co. come across a strange site: a trail of Dry Shrooms. The trail seems to come west, from a dark part too dangerous for any of the gang to traverse. The trail also continues south, in the direction of where Cocoa Fair and Jawbreaker Prison would be. JUNIO: You know, my good fellows, I remember studying on the Pastelora region's cave system when I was a pip lad. It's amazing, really- these caves extend underneath the ocean, across the entire Mushroom World. KRAMPUS: (jumps) Arf! DOUG: I guess that's kind of cool. But, assuming the caves went in a straight line, where did all these old mushrooms come from? Yeccccck! JUNIO: An astute question, Doug. Let's see...direction, spiral, movement pattern, dehdehdeh... BLIZZ: ...well? JUNIO: It's hard to say with this trail. Whatever beasty created this seems to have been many places. But, if I had to wager a single guess- it appears to have traveled from where the city of Rogueport is in modern days. MARIO: OooOOOH? CAPED SHADOW MONTY: It's not surprising, considering this is where the nightmare began. For us. Mario and co. realize they have company. They turn around to see the Caped Shadow Monty, along with four Shadow Monty kids. BLIZZ: How...how long have you been here? CAPED SHADOW MONTY: For far too long. I remember how it all began like it was just yesterday. SHADOW MONTY KID 1: That's OK, Montoir! We'll tell them what happened. ...if they can catch us! SHADOW MONTY KID 2: Nana-nana-na-na! The four Shadow Monty Kids escape.
-Upon capturing each of the Monty kids, they have the following to say. SHADOW MONTY KID 1: Whoa, you're a champ at this! OK, here's my part of what happened that day! Montoir brought us all here for a game of baseball! We were so excited to play! Just before Mitch could pitch, however, we heard something call to us. SHADOW MONTY KID 2: How did you sneak up like that? You know what- never mind! You're just as sneaky as that huge monster that traveled from under the hanging rocks. It was so creepy how it just grabbed and swung! Brrrr... SHADOW MONTY KID 3: Couldn't you slow down a bit?! I had enough running in my child- I didn't even want to come that day! But noooo- it just had to be the day that creature went on a frenzy in the underground! SHADOW MONTY KID 4: YEEEOWCH! Watch where you breath, buddy! You're no Royal Monty Army! And your plumber boy isn't as strong as King Montgomery was, dragging that beast to Jawbreaker Prison with his two hands!
-After finding all the Monty Kids... SHADOW CAPED MONTY/MONTOIR: So, you managed to capture them all. And you were rewarded by traumatizing us with memories of that first day. ...oh, how I wish that was the only day. Come, my friends! Montoir and the four kids walk away, leaving behind a Key Piece. CARYLA: Those poor kids. If I was around in their time, I would have helped. DOUG: Just what was down here anyways?
Last Edit: Feb 15, 2016 18:55:12 GMT -5 by TyrorexDMZ
Post by TyrorexDMZ on Feb 15, 2016 19:14:53 GMT -5
ALTERNATE CHARACTER SEGMENTS -At this point, the alternate character segments don't occur at the end of a chapter necessarily. Instead the next segment happens after clearing 4-3 or 5-3, whichever comes first.
PRINCESS PEACH 3 -Princess Peach is looking out the window, wondering where Mario is. As she does this, Hanz comes in as usual. -However, Hanz looks concerned. When Peach asks why, Hanz replies that Albus hasn't been well recently. Making matters worse, Hanz doesn't seem to know the best concoction to heal Albus. -Peach asks if Albus had done anything different from his usual routine recently. After thinking for a second, Hanz says no. He also stating that the sickness may be impairing Albus' mind...a sickness similar to the one from Pastel City's past. Hanz then asks Peach to go spy on Albus and see what's on his mind. -Peach obliges, and drinks the Flutter potion again.
-For this run through the ventilation shaft, some ways are now blocked off. They can only be toggled back on by pulling switches in certain rooms. -Partway through, the vents are completely blocked off. This forces Peach to use the architecture of the HQ's normal rooms. -Peach must contend with some Gamisquitos and small Pider webs in these areas. If caught by either, Peach must redo that section again.
-When Peach gets to the main room of the HQ again, she sees Albus, slowly looking through several books, coughing heavily. -Albus seems to be thinking aloud to himself, saying he needs to take another look at the cause of the sickness again. The picture on the page is a shadow of a large mushroom, yet there are jags and paper-thin vines on it. Albus curses aloud that he hates this sick beast, yet it equally sickens him how everyone who blamed his family for their percieved role in the origin of it got off relatively well. Albus then wonders aloud if he should let those people, or anyone at all, li- -Suddenly, the Gamirate Commandos and Ceptu-Al burst in, saying 2 different things depending on which of the above levels was cleared. In 4-3's case, Brutus was beaten again, and is on his way back to base. -Regardless of the choice made, Albus says that perhaps it's time to relocate their goods until Mario gets the other pages. the Gami Squadron leader claims he trusts the Gamirates with the page Brutus procured originally, and that Brutus will come with him personally. He also makes it clear the Princess will come with him. -When Ceptu-Al asks if Albus wants him to get Peach, Albus replies as follows: ALBUS: Oh, that won't be necessary, Ceptu-Al- I'll get her myself. -Albus then raises his arm. The magical force within not only gets Flutter-Peach, but it changes her back into normal Peach. PEACH: How did you do that? No, wait- how did you know I was in there!? ALBUS: Oh, Princess Peach, you innocent dove! Even the smallest creatures leave behind imprints of their travels. Albus shows some scans of Flutter footprints in the vents. ALBUS: Now that we're being honest with each other, I must admit- I would have been disappointed if you DIDN'T sneak around, Peach, my dear. Or did Hanz not tell you I ensure the cleanliness of my headquarters? And yes- I knew he would recruit you to stop me sooner or later. -Albus levitates Peach, telling the Gamirate Commandos to alert him if Mario succeeds, as well as to "deal with" Hanz. Albus and Peach then go through the teleporter.
Post by TyrorexDMZ on Feb 15, 2016 19:18:20 GMT -5
5-1: Orenchia Beach Gameplay -Win a dance mini-game to obtain scuba gear. -The dance mini-game involves the A and B Buttons.
Story -Upon Mario and co. entering the beach, they see some Sosorrisurfs and Tewbadivas having a dance contest. -However, some less-civilized Sosorrisurfs and Tewbadivas arrive with Cataquacks to ruin the fun. Doug takes offense to this, and orders them to stop. Obviously, the hoodlums laugh him off. A battle ensues with 2 Sosorrisurfs, 2 Tewbadivas and a Cataquack. -After Mario and friends beat the enemy arrangement, the other rogues run off, back to "the HQ" as they call it. DOUG: Yeah, you BETTER run! Cowardly thugs. -Those in charge of the contest thank Mario, and Mario heads on his way. -However, when Mario reaches a certain part of the level, the depth of the ocean prevents him from going any further, and he must turn back. -Upon his return, Mario sees a set of scuba gear as a possible prize, alongside a Mega Mushroom and an Ultra Syrup. -To get the scuba gear, Mario must get a 75% ranking. -Upon succeeding, Mario gets the scuba gear. An impressed Sosorrisurf comments how Mario is still a gnarly dancer, even after all these years. -In replays of the dance mini-game, Mario can win Mega class and Super class stickers upon reaching 90% and 75% rankings, respectively.
5-1 OLD ENEMIES -Scuttle Bug, Spineel 5-1 NEW ENEMIES -CATAQUACK (20/6*2/29) -SOSORRISURFS (18/4/25) --A cross between a lobster and an eel -TEWBADIVA (15/5/22) --A coral-wearing eel that acts like it's cool and eyecandy
Post by TyrorexDMZ on Feb 15, 2016 19:33:17 GMT -5
5-2: Orenchia Ocean Bed Gameplay -This level is shorter than usual. -A timed level, due to the scuba gear's oxygen reserves. -Mario can refill by resurfacing at select points. -Oxygen goes down, even in battles. -Use whirlpool teleports and whirlpool tunnels to navigate this stage. -Hang on to spiral rocks to avoid getting sucked below by the undertoe. -Longcuts exist if you don't have the Star Hammer.
Story -When Mario and co first get here, an air timer shows up. Upon its appearance, Junio very briefly summarizes the level's gimmick. -Near the end of the stage, Mario's scuba gear gets compromised by a sudden flurry of ocean life. -After battling this sea, Junio urges Mario that they have to hurry. Unfortunately, Mario simply isn't fast enough, and he conks out. 5-3: Orenchia Coast Gameplay -Avoid the tidal waves by hiding behind rocks when they're approaching. -Use Blizz's snowball throw to create shortcuts across small chasms and activate switches. -The path splits at a certain point. This is due, in part, to a tidal wave that has no rocks stopping it. Or rather, the rocks are just Chrome.
Story -Mario and friends awaken. Their first sight upon opening their eyes is Keirf. JUNIO: Keirf? Is that you? You saved us! KEIRF: Of course it is, J-Meister! Professor Dude sent me to follow Mario and help him out of a jam. At first, I was like "naw, braw- I just want to relax". Steikzy-bro laid into me for that. He went on about how important it is for Mariooooo to succeed. And I guess I could use the exercise. -Oddly, Krampus is snarling at Keirf, but no-one knows why...although Keirf oddly looks nervous. -KEIRF joins the party! Press Y to surf over watery openings and over curved surfaces! --Partner Sticker: Surf Time (Summons a behemoth tidal wave that damages all enemies. 8 damage, attack goes up by 2 for every Green Star Keirf has) --Battle perk: Relax Waves (Heals half the damage Mario takes from water and liquid-based attacks) -At the end of the split path, the gang meets up with Ceptu-Al. -Doug shows annoyance at Ceptu-Al's appearance. In turn, Ceptu-Al retorts he took some time off work to add some excitement to the coast. CEPTU-AL: And would you look at those tidal waves! They really bring the whole painting together. Just as much as finishing off the plumber, his friends, and anyone who opposes the Gami Squadron's GEEEENiuuuuus! Oh, and taking back that drab book of yours. mini-boss: CEPTU-AL 2 HP: 70, ATK: 7, COINS: 210 GAMI PAINTING HP: 30, summons Gami enemies, heals 5 HP on Ceptu-Al every turn -This time, Ceptu-Al creates a painting that spouts additional enemies throughout the battle. -Even if the painting is knocked down to 0 HP, it will revive with 10 HP 2 turns later, and the battle won't end. -To permanently KO the painting, Keirf must be out and use his Partner Sticker. Any water-based sticker or Artifact will also do the trick. -The above is hinted at if you KO the Gami Painting before doing the above. JUNIO: That painting just keeps filling the world with its expression of harm! If only we could make it soggy!
-After the battle, Ceptu-Al paints up a drilling machine and digs downward. He complains how he's heading back to base to rejoin his co-workers. However, he leaves behind the painting, which shows where the rocks should be on the coast. -Mario gets the painting. Almost everyone is heading back, except for Keirf, who is looking off into the distance. At Krampus' insistence, Junio urges him to catch up, and Keirf eventually obliges.
Post by TyrorexDMZ on Feb 15, 2016 19:48:33 GMT -5
PRE 5-4 -As said before, the second Princess Peach segment will also play upon clearing 5-3. -The difference in dialogue this time is that Ceptu-Al says that he met Mario just at the coast, and he could be on his way here. Everything else happens the way it did before. 5-4: Gami Island Gameplay -A stealth level, Mario must sneak by security Gamis to enter the fortress. -If spotted, Mario must fight 2 copies of the strongest normal enemy at once. -With Blizz, a bridge can be lowered by hitting a switch. Without Blizz, Mario must take a somewhat annoying path with lots of security Gamis.
Story -When Mario and friends get here, they all see a large factory/library with the Gami Squadron symbol on it. Upon checking it out, Junio realizes they have found the enemy base. -Everyone is excited... except for Keirf, who sounds rather alert for a normally relaxed guy. The radical Sosorrisurf alleges he needs to go chill somewhere. Keirf temporarily leaves the party at this point.
-Midway through the level, Mario and friends meet up with the Gamirate Commandos again. The trio reveal they heard Mario and friends were on their way here. -Suddenly, a militia of Gami minions emerge from the bushes, ready to strike. -RUX: Right, buddy, this is how it's going to go down. Now, if I knows anything about strengths and weaknesses, it's that lasers roast plumbers. Nighty-nighty, mustache boy. -As the Gamis get ready to fire, Keirf suddely surfs in and sends most of them flying... -RUX: Keirf?! ...Whaddya think you doin's, turnin' your back on our cause!?
-After beating 2 teams of 10 Gami enemies, Keirf looks at our heroes. Of course, everyone looks a little steamed, except Mario, and even he's not exactly impressed by this news. Krampus looks among the angriest, like he's about to attack. CARYLA: So, Keirf...how long? KEIRF: Uh, "how long what", babe-? CARYLA: Don't "babe" me, pal! You've been helping out the Gami Squadron the whole time?! Why!? KEIRF: It's not that simple, guys. Years ago, I was surfin' on a beach in another part of the world! Without warning, this dancin' Gooper Blooper- he came out of nowhere! When I went to nap instead of groove to his beat, he got all maaad. He destroyed my surfboard, then beat me up to the rhythm of his boombox! Before he could end my game, this Albus guy came outta nowhere! He just straight-up flamethrowered the thing- and it worked somehow! When he saw my injuries, he used his weird voodoo and made me feel swingin' again! All in exchange for my loyalty. It seemed like a good deal at the time, dudes! -As part of Albus' plans, Keirf moved to Pastel City and befriended Steikz, working for him as well, and helping both parties in getting information. -Keirf then explains that he felt bad the whole time, but convinced himself that the Gamis would never really hurt his friends. Keirf also says he did really come to see the group as friends as he spent time with them...but he also sees that he lied to them, and he's sorry. -Mario jumps in the way, as well as Junio. Mario pats Keirf on the shoulder, while Junio says that he did help them find some pages, plus he is the professor's old friend. Junio makes it simple: if Keirf is really sorry about this and really does value their friendship, he'll come with them to stop the Gamis. -After 4 seconds of thinking, Keirf agrees. He joins the party for real this time.
5-4 OLD ENEMIES -Gamigoon, Gamibrush, Gamigunna, Gamipupil
5-4 NEW ENEMY -GAMISENTRY (17/5/26) --A floating Gami gatltling, uh, "bazooka" that shoots fiery paper missiles. (CAN BE HIT WITH A HAMMER)
Post by TyrorexDMZ on Feb 15, 2016 20:00:27 GMT -5
5-5: Gami Squadron Headquarters Gameplay -Find the right gears and books to open certain doors and passages. -The more industrial parts of the HQ have tidal wave machines that Keirf must surf through. -Throughout the level, three levers exist. When toggled, the levers send rock, paper and scissor dispensers elsewhere... -Using the five partners at five points in the factory, some switches with the images of the normal Royal Stickers can be hit. Activating all five opens a hidden door with a Shadow Monty.
Story -Upon entering the level, Doug comments that, despite the Gami Squadron being jerks, their headquarters are flaming awesome. -However, Krampus is still snarling at Keirf. Junio guesses that it's because he hasn't let go of his dislike of the Gamirate Commandos. -Keirf doesn't blame Krampus, since he honestly finds them thuggish. -Midway through the level, our heroes see Scizz cut a large weight above them, and it seems like it will flatten Krampus. However, Keirf yanks Krampus by the chain, bringing him to safety. -At first, Krampus seems like he'll strike Keirf for that last part. Thankfully, Doug brings up that Keirf really did save him. Upon realizing this, Krampus snarls less. -When they get to Peach's room, Cayrla notices how nice it smells in here compared to the other parts of the factory, before finding a note written by Hanz. The note details "the sickness below", though it seems as though it accidentally got ripped -On their way to Albus' room, Junio asks Keirf just who Albus actually is. Oddly, Keirf legitimately has no answer. The lobster eel reveals he's never been called to Albus' meetings before, saying Albus cited "sensitive details". -Mario and friends arrive in the main room of the HQ to find...Rux, Pip and Scizz in a new machine with force fields protecting their sides and three weird turbine things. -Keirf asks the trio where Albus and Princess Peach are. Pip looks offended Keirf has the gall to ask them this, and they immediately sick the turbines on Keirf, lowering the force fields in the process. -As everyone watches this, they get delayed by Gami minions, leaving Krampus alone. -Krampus looks at the unprotected Gamirate Commandos, then at Keirf being harmed, then the Commandos again, then Keirf, the it goes really fast... -...until Krampus lunges at one of the turbines, freeing Keirf from his torment. -Keirf thanks Krampus, who replies with a rare smile. Krampus then snarls at the Gamirates, who taunt Krampus for his compassion, before the battle begins. -BOSS TIME! GAMIRATE COMMANDOS 2 RUX HP: 50, ATK: 5, COINS: 100 PIP HP: 30, ATK: 3, COINS: 50 SCIZZ HP: 40, ATK: 4, COINS: 75 TURBINES (2) HP: 13, ATK: 5, COINS: 0 -The trio of bosses is standing on the machine described above. -Only one of the three Commandos will attack per turn, while all active turbines will attack. -If you activated the switches above, they'll appear above the Gamirates during the battle. -To cause 15 damage on each Gamirate Commando at one, destroy the two turbines on the machine. Destroyed turbines will conk out for 3 turns, also lowering the trio's forcefield. --The turbines will create a wind tunnel to above, allowing Mario to rearrange them one switch at a time --Once the process is done enough times, press the big switch to drop a rock, paper and scissors on the right commandos -When a Commando is beaten, the turbine's attack will go up by 1 for the rest of the battle
-Upon winning, the machine explodes, sending the Gamirate Commandos flying, and causing a Page of Shroom to appear. -Hanz then appears, with a bandage on his eye, and introduces himself. -Hanz explains that Albus took Peach far away from the HQ, to a secret bunker that even Hanz doesn't know about. Hanz, meanwhile, got his injuries for helping Peach. He apologizes, and teleports in the teleporter. Mario and friends follow suit.
END OF CHAPTER 5!
5-5 OLD ENEMIES -Gamiswan, Gamigunna, Gamisentry
5-5 NEW ENEMIES GAMIWIZ (17, 6, 40) -A Gami minion who has been taken into the allure of magic...specifically, the bad kind of magic. GAMIBRUTE (20, 8, 55) -An especially crumpled, burly, sharp yet dim Gami minion. He has sworn to teach Mario the XYZ's- of pain!
Post by TyrorexDMZ on Feb 15, 2016 20:10:36 GMT -5
CHAPTER 5 SPECIAL ITEM LOCATIONS HP-UP HEARTS Shopping- 400 coins 5-2 (Surface under the opening that gives the shadow of a heart.) 5-4 (Find in a crevice on the HQ's walls.)
PP-UP FLOWERS Shopping- 400 coins 5-1 (Find one of the judge's clam earrings.) 5-3 (At the end of a seemingly dead-end, Ground Pound to reveal a ramp. Then use Keirf to surf on it.)
PLUMBER ARTIFACTS -BONEFIN HOOK: Decreases the defense of most enemies by 3, and water-based enemies by 6 for 3 turns --All enemies --12 PP --5-1 (Win as prize in dance minigame) -SHARK TORPEDO: Launches a missile that causes 14 damage --One enemy --13 PP --5-2 (swim into the submarine's opening) -ANCIENT CANVAS: Lifts itself up and bashes all enemies for 14 damage, cripples enemies for 4 turns --All enemies --13 PP --5-3 (Defeat Ceptu-Al) -SHINE SPRITE STATUE: Heals all status ailments Mario suffers, as well as 15 HP --Mario --16 PP --5-4 (run to a point in the level where the sun appears to be "sitting" on a tree, and ignite the tree with Doug)
LUIGI LOCATIONS 5-2: Swim towards a really green undertoe, and let it suck Mario in. 5-3: Hit the tree that has a "moustache". 5-5: Head for the research part of the facility and find a book about the Waffle Kingdom.
LUIGI LOCATIONS SPECIAL NOTE -At the final location, the Gami Squadron have had enough of Mario and Luigi. Infuriated, the trio power themselves up for a final throwdown. Mini-boss! SUPER GAMIGOON HP: 40, ATK: 6, COINS: 40 SUPER GAMIPUPIL HP: 40, ATK: 6, COINS: 40 SUPER GAMISWAN HP: 70, ATK: 8, COINS: 70
-Upon defeat, Luigi escapes his bondage and thanks Mario for saving him. -Luigi then runs off, saying he's heading home to look for something... more details on this after the final boss. -The Paper Portal for rematching the Super Gami Squadron miniboss is located in 5-5. It's next to the one holding the 2nd Gamirate battle.
Last Edit: Feb 15, 2016 20:11:08 GMT -5 by TyrorexDMZ
Post by TyrorexDMZ on Feb 15, 2016 21:10:48 GMT -5
HOLEY UNDERGROUND LEVEL 5 G-5: Royal Army Bunker Gameplay -Returning gameplay elements include tidal machines, swimming, and tidal waves. -In the weapons bunker, a special obstacle course awaits players who have the other four Key Pieces. Mario must jump over active Bill Blasters and other nasty obstacles, as well as use his Hammer abilities, to reach a certain someone...
Story -While descending downwards, the group sees the ruins of an army stronghold. -Upon reaching the underground, our heroes inspect the wreckage. The most curious find is a banner with the names of the Royal Army's leaders: General Deargy, Attorney General Moráiste, Commander Corcrae, Colonel Gormol, and Vice President Glassy. CARYLA: What kind of army has a vice president? -If Blizz is in your party... BLIZZ: Colonel Gormol? DOUG: You've heard of him? CARYLA: Or her. DOUG: (sighs) Or her. BLIZZ: I don't know. I feel like I have, but that's not possible considering up to this adventure... I never left the Decal Lands. KEIRF: Yikes, dude! Those are some spooky vibes.
-Near the end of the stage, Mario and co see Montoir atop a lot of Bill Blasters. MONTOIR: I knew someone like you would come! Mario points to himself. MARIO: Hmm? MONTOIR: Yes, you. I'm in the middle of a crisis right now. Namely- I want to blow a huge hole in the centre of Pastelora, so we can remind the world of our existence. How- MARIO: Oh no! JUNIO: Have you gone MAD?! If you do that, you won't just create an opening- you'll destroy the whole continent! MONTOIR: However! I don't know if I have the strength to take on what sleeps there! So! If you have four Key Pieces, you can go through this obstacle course. When you reach the end, you fight me! And if you win, not only will I not fire- I'll have another surprise for you. -If Mario braves the obstacle course and reaches the end... MONTOIR: You made it, red one! Now, for your next test- defeating ME! I was taught by the five smartest members of the Royal Army and my father, the king! BONUS BOSS TIME! MONTOIR -HP: 100, ATK: 7, COINS: 300 BILL BLASTER ULTRAS (3) -HP: 30 each, ATK: 4 each, DEF: 3 each, COINS: 100 each
-Upon defeating Montoir... MONTOIR: You...you actually beat the Bill Blaster Ultras?! Heh..heheheh...AHAHAAHAHA! You guys are incredibly! For the first time in centuries, I actually have hope for this kingdom! That's what Colonel Deargy was talking about in strength from others. I'm so sorry I didn't treat you all better. It's just been really hard since...since... CARYLA: It's OK. You don't have to talk about it. MONTOIR: ...no. I need to talk about this with someone. I denied myself that chance in the Grotto. But this time, I'll enlighten you to the whole story...
REALLY LONG BACKSTORY "For thousands of years, the Monty Kingdom has been roaming the world. Sometimes they'd war with other powers, other times they'd make peace. Whatever the situation, we were always on the move. While you see we've made a Kingdom under Pastelora, it isn't the only region we've carved our existence into. We've roamed the Mushroom Kingdom, Rogueport, and the Decal Lands beforehand. That last one was the kingdom we made before this one. One day, though- it was all taken. A fearsome beast followed us from a previous underground kingdom to here. As you know from my friends' story earlier, my father and the army were able to imprison the beast for a time. We had hoped for all time, as the prison could contain anything. Eventually, we grew complacent, mocking the beast in front of it's cage. We were fools...and the biggest fool was me."
"One day, I was making fun of the beast, when this hooded hag approached. She suggested to further make a fool of the beast, I could joust at it with a candy cane, reinforced with fifty coats of jawbreaker. Had I done the math beforehand, I would know Jawbreaker Prison's walls have the strength of forty. But I charged...and doomed everyone. For, in my excitement, I destroyed the cell's lock."
"Infuriated, the beast charged out of the prison. Before I could catch her, the hag laughed and vanished."
"The beast coated the kingdom in darkness. It destroyed everything we worked towards. My subjects were trapped beneath. The monster punished the Royal Army's best, 'changing' them into forms mocking what they once were. The forms they took also helped strengthen the monster. With this deluge of shadow, the beast had the entire underground imprisoned."
"And it just...got...worse. The creature plotted to take over the region above as well. My father was no longer able to take the horrid thing on his own. He needed help." "First, he dug to the east. He enlisted the help of a renowned Maestro. Next, he went north. There, he found a Bomb Boo with a great power over rocks. Finally, in a stroke of luck, he found a lovely fortune teller, her power stemming from the world, yet her name not uncommon."
"But our enemy had it's own plan. It emitted a toxic cloud, infecting a family in what would become Pastel City. Eventually, the beast grew powerful enough to rise above ground."
"Quickly, the trio my father had found went to action. The battle was fierce. Eventually, victory was found for the citizens of Pastelora...but not the heroes who saved them."
"The Maestro became immortal, outliving who he loved. The Bomb Boo's shape changed drastically, and it was ostracized from it's own kind. Eventually, it fled into space. The fortune teller didn't want to leave- but she feared the beast. So, my father and her worked to separate the monster from its source of power. Now, at the cost of her body and identity, she- or rather now, it- only returns to this world once a year, to the lands the Monty Kingdom had traversed."
"But no-one suffered more than my father. The beast re-awoke when it was thought to have no continues. It grabbed for me, but my father got in the way. The beast, finding the king more of a prize, quarrelled with him. With no option, my father dragged the beast into the deepest, most fortified bowels of Pastelora..."
"Now, the king sleeps underneath even the beast. And no-one outside this kingdom remembers he even existed- only glimmers of proof are around. If we are to free my father, you need my key, and I need your help- I need your...your...huh..."
-The camaera reveals everyone in the room is asleep- Mario, his partners, and even the Bullet Bills. MONTOIR: Hey! I poured my heart out, and you fall asleep on me? Seriously?! JUNIO: I listened. MONTOIR: Oh...oh. Very well them. PRINCE MONTOIR joined the party! Press to dig underground! Battle Sticker: Side Spin (8 damage to one enemy- increases by 2 with every Green Star) Partner perk: Hammer pow (Increases the first attack of Hammer stickers by 4)
Last Edit: Feb 16, 2016 15:33:57 GMT -5 by TyrorexDMZ
Post by TyrorexDMZ on Feb 15, 2016 21:35:02 GMT -5
A FOREWARD ON THE NOSTALGIC STAGES -As said before, these stages are not mandatory to beating the main campaign -However, being bonus stages, the trade-offs are as follows --Not as story-based as the main campaign stages --Smaller than usual (6-9 screens) --Some liberties taken with partner and stage match-ups (to get the most memorable aspects of each game compressed in one stage) --Partners gained here only talk in main story cutscenes twice, given they're not really supposed to be there -Thankfully, one other feature is added to these stages...After beating the main story's final boss and a given nostalgia stage's main boss, a bonus boss appears. Each gives a rare Plumber Artifact for beating them.
PM64- Flower Fields -Partner: GOOMBARIO -Field Ability: Arch Bonk (Archs over Mario to Headbonk a switch) -Partner Sticker: Goombario Bonk (Summons 3 extra Goombas for a combo 3-3-3-5 attack; final attack gains 1 for every Green Star Goombario has) -Battle perk: Rally(gives Mario an opportunity to use 3 stickers for a turn every 3 turns) -Area accessable: Main hub, Cloudy Climb (first screen at first), West Fields, West Maze, East Fields, Petunia's Place, The Well -Goal of stage: Grow a plant to reach Cloudy Climb and fight the boss -Find the Seed in the East and the Water in the West
-When Mario gets to Cloudy Climb and finds the boss, he recognizes Mario and immediately attacks him BOSS TIME! HUFF'N'PUFF HP: 100, ATK: 6, COINS: 300 -Every time Huff'N'Puff is attacked, a number of Puffs relating to his HP appear in battle. -After 2 turns, he sucks them all back in to replenish the HP they represent -When Huff is down to 20 HP, he gets a lightning attack that does 8 damage
-Reward: Huffin Super Flag (Adds 1 attack to windy stickers).
OLD ENEMIES -Dayzee, Stingby
NEW ENEMIES -PUFF (7/4/18) -PIRANHA PLANT (13/6/26) -MAGIKOOPA (10/5/22)
Post by TyrorexDMZ on Feb 15, 2016 21:36:11 GMT -5
TTYD- Glitzville -Partner: KID YOSHI -Field Ability: Carry/Flutter Kick (Carries Mario, and flutters across larger distances than Mario's normal jump) -Partner Sticker: Ground Pound (Attacks an enemy with a 1 attack ground pound 9 times; final attack gains 2 Attack for every Green Star Kid Yoshi has) -Battle perk: Egg Lay (lays an egg on turn 1, warms the egg on turn 2, and has the egg hatch out 2 Super class stickers on turn 3, the repeats) -Area accessable: Main hub, Entrance room, The Ring, Outer rooms, Locker room, Boss' office, Attic, Champ's Room -Goal of stage: Beat 20 waves of opponents under strange rules to fight the first boss -Goal of stage: Find absent fighters
WAVES 19: Goomba x 5 18. Koopa x 4 17. Cottonstik x 3 16. L'il Cinder x 3 15. Clawtile, Thornple 14. Scuttle Bug x 2, Stingby x 2 13. Gamigoon, Gamiswan, Gamibrush 12. Cleft x 3 11. Mooze x 2, Heesive 10. Moon Clef x 2 9. Spineel x 3 8. Topman x 2 7. Goomba, Koopa, Scuttle Bug x 3 6. Fuzzy x 5 5. Magikoopa x 4 4. Sosorrisurf, Tewbadiva 3. Gamigunna, Gamipupil, Gamisentry 2. Beepboxer x 3 1. Gamibrute
CONDITIONS 1. Win in 1 turn! 2. Use at least 1 Plumber Artifact in Battle! 3. Use at least 1 Partner Sticker in Battle! 4. Don't use any Jump stickers! 5. Don't use any Hammer stickers! 6. Don't use any power-up stickers! 7. Don't use any healing stickers! 8. Block every attack! 9. Don't block! 10. Cause 15 damage with 1 Sticker! 11. Don't use any stickers in packets! 12. Get at least 3 Coin Bonuses! 13. Take less than 10/20 damage in the battle!
-After all that is the battle with the trash-talking champion...
BOSS TIME! RAWK HAWK -HP: 100, ATK: 6, COINS: 300 -When Rawk Hawk makes an unblocked attack, his next attack is increased by 1 Attack! -When Rawk Hawk reaches 20 HP, his attack goes up by 2 for the rest of the battle!
-Reward: Rawk Feeler Super Flag (Increases first attack of multi-hit attacks by 1)
Last Edit: Feb 15, 2016 21:38:59 GMT -5 by TyrorexDMZ
Post by TyrorexDMZ on Feb 15, 2016 21:38:14 GMT -5
SPM- The Underwhere -Partner: FLEEP -Field Ability: Flip (Flips rips in the spacetime continuum into view, and dazes enemies) -Partner Sticker: Flip-Out (Makes all enemies dizzy for 2 turns, increases by 1 turn for every Green Star Fleep has) -Battle perk: Flipping (Gives all of Mario's attacks a 20% chance of making attacking enemies dizzy) -Area accessable: Fountain of Healing, thin walkway, upper walkway the River Twygz, sewers (via pipe), Underwhere Palace, Hidden Alcove -Goal of stage: Meet Jaydes, and find Luvbi
-When Mario and friends find Luvbi, she's under attack by a strangely blank-eyed... BOSS TIME! THE UNDERCHOMP -HP: 33 each, ATK: 2 each, COINS: 100 each -Use Cayrla's singing to put the Underchomps to sleep
-Reward: Chomp Slayer Superflag (Adds 1 Attack to all sideways attacks) OLD ENEMIES -Boo, Beepboxer, Piranha Plant
NEW ENEMIES -SQUIG (7/5/23) -CHERBIL (6/4/18) -SKELLOBIT (8/6/26) -GIGABYTE (4/8/40, only takes 1 damage from any attack)
Last Edit: Feb 16, 2016 1:29:24 GMT -5 by TyrorexDMZ
PASTEL CITY -When Mario and friends return to Pastel City, a sick air seems to seep throughout. -Parakarry flies in and exclaims he just got here when this started happening. He begs Mario to help close off all the cracks the sick air seeps from. -Some new enemies appear alongside Gami Squadron minions, so take extra care.
-After closing off all of the cracks, a Brustache runs up and tells the gang, especially Junio, that Professor Steikz has gone missing. To prove it, the Brustache gives them a note. -The note is from Albus, saying that if Mario and Junio ever want to see their friends again, they will open the passage beneath the Pastel Museum. -Junio is worried about the professor, but Keirf calms him down by saying Steikz won't go down without a fight. CARYLA: Is there any more to this latter. BRUSTACHE: I'm afraid not, my flower. -Seeing the situation at hand, Mario gets firm. Inspired by Mario's brave attitude, everyone follows suit. -When our heroes enter the Pastel Museum, the floor has been blasted apart. Only a chairlift is in sight. -Mario and friends head down the chairlift to the bottom, where Albus awaits with Peach at his side. -Depending on how many pages Mario has total, Albus makes a different remark. 7 PAGES: "Only 7 pages? This is far below your best, Mario. I'd dare say I'm disappointed." 8 PAGES: "8 Pages is fine, I guess, but it's not all that spectacular." 9 PAGES: "9 Pages...I suppose 9 out of 10 is commendable. And yet, I feel slightly insulted." 10 PAGES: "You found all 10 pages! No wonder the common folk make a point to describe you as Super!" -Regardless of the above, Albus uses his magic to levitate the Tome of Shroom out of Mario's hands. The weird magical villain then places it on a pedestal and opens it towards an evil-looking Mushroom door. The energy within the Tome shoots at the door, causing it to open. -To the surprise of everyone, Albus casually tosses the Tome of Shroom back to Mario. Albus reveals he won't be needing it any more, and strolls in with Peach still his captive. DOUG: That guy's just weird. Why didn't he just take the book and shut the door behind him? JUNIO: Hold on another second. He promised us Steikz, yet he's nowhere in sight. That man lacks manners. KEIRF: That IS weird, dude. Albus, man- my old bro doesn't usually hoodwink other dudelettes like- that. Maybe something's on A-dog's mind? -Before everyone goes in, Parakarry and the Brustache decide to go with them to provide assistance. When Mario asks about Parakarry's delivery, Parakarry revealed he gave his duties to his assistant prior to flying over here, as if on a hunch. BOOM BOOM AND POM POM 3 -This viewpoint change happens after Mario and friends enter World 6. -Boom Boom and Pom Pom are returning to the world's atmosphere. While flying, Boom Boom boasts that the Gami Squadron won't see what's coming to them, while Pom Pom cautions her mate to slow down. -Suddenly, Desteroid and Maestro Crimsopire fly by, as if it was in a hurry. As the ancient duo head towards the east of the Pastelora region, Desteroid accidentally destroys the duo's airship, causing it to crash into Cocoa Road's underground.
-Another beat-em-up/puzzler ensues. This one centers around the sweet yet dangerous obstacles of Cocoa Road. -ENEMIES: Brustaches, Ukikis, Whacka (one), Bully, Spineel, Lollipoppa
-When Boom-Boom and Pom-Pom finally get through the stage, they notice the air has gotten rather sickly. -Boom Boom is irritated at this air, while Pom Pom hears people talking...the discussion between Albus and Mario from the last post. -As they listen, Boom Boom realizes that Peach is in the room. As he's about to bring the wall down, though, Pom Pom stops him. BOOM BOOM: Pommy! What's you're deal?! POM POM: Crikey, double Boom! We shouldn't lasso up the princess in our haul just yet. If we dig our claws into this weird dirt, we can ambush that crocker Mario and his band of pups! Boom Boom looks at his huge fists and biceps... BOOM BOOM: Hehehe...Bowser and Kammy would be giving you lots of extra moolah for that idea, dollface! Good idea!
NEW ENEMIES CHASSISHROOM (18/5/44) -A shroomy creature attached to an ancient carriage. It's got the velocity of an angry racecar driver! SLUGSHROOM (14/7,0(dizzy)/40) -A malevolent slug with an evil mushroom on its back. Don't trust it for a single millenium. MONSTROOM (22/8/80) -A monster made up entirely of mushrooms. Despite its appearance, it just wants some friends...so it can eat them!
WORLD 6: PLAGASEUM OF SHROOM -A colosseum deep beneath Pastel City and the world in general. A sick presence fills the air, as does the sinking feeling that many games ended here. Plus, the brick job is just so tacky. 6-1: Plagaseum Spiral Gameplay -Get to the bottom of the stage. -Use spiral switches to change how each staircase twists, due to certain walls making travel mutually exclusive. -Use various partner skills including a new one to progress. -At certain points in the stage, there are small pits, yet none of your party's current abilities can circumvent them...
Story -When our heroes enter the stage, Caryla immediately notices how toxic it is, in part due to falling over. -Doug and Parakarry help her up. Doug agrees that the place feels a little too gnarly, even for him, so they should hurry up. -During the level, Parakarry tells Mario how great it is to actually travel with him again, and serves as a nice change of pace. -When, after a series of cut-off paths, Mario and friends make it to a certain room, Cayrla seems to think she sees a familiar face- Volcaflora. -However, this creature seems to be more mushroom themed and brown-colored. -The creature introduces himself as Shroomflora. He asks why they went the way of its third cousin twice removed and haven't given in to "the air of power", as it makes stiff movements. CARYLA: Power? You call making people sick power? This is far from power! SHROOMFLORA: Really, now? And you believe you're stronger than me? The truth is, Caryla, you're weaker than me. Oh, don't give me that precious look- your friends are more deserving of it. CARYLA: What are you talking about? My friends helped me get this far! SHROOMFLORA: No- you helped your friends get this far. Without you, they'd be stuck under five blocks for years. In fact...will they stay your friends? Even if you finish this little adventure of yours and celebrate- "Hurray, gaiz, we beat the Royal Plague! Isn't that just great?"- you'll all go your separate ways. Never to see each other, never to talk to each other. CARYLA: You're lying! SHROOMFLORA: I'm just telling you the truth. It hurts, doesn';t it? Eyeahahaha... JUNIO: Oh, put a sock in it, you canker! You really are lying! We would never pull such cruel jests on each other, least of all Caryla! DOUG: I'm with city boy on this! YOu're full of hot air, Shroomflora! Krampus nuzzles up to Caryla, then snarls at Shroomflora. BLIZZ: While my time on this world may be limited on ocassion, I would use that time to at least greet my new friends! KEIRF: It might be totally cold down here, dudes. I was already a narc to my posse- I'm not flushing it down the chugger again! MARIO: Oh YEEAH! JUNIO: Check and mate, Shroomflora. Your move. -Unamused, Shroomflora decides to battle our heroes and seal their fate... -Mini-boss: SHROOMFLORA HP: 140, ATK: 9, COINS: 300 -Shroomflora summons 1 Slugshroom every 2 turns. -After 3 rounds of battle, Parakarry appears high above. He proceeds to use Shell Shot to inflict 8 damage. -To get Parakarry to attack again, use Caryla to put Shroomflora to sleep, and make sure there's no other enemies in battle.
-Upon defeating Shroomflora, he cryptically warns that "The Royal Plague" will not be as easy to conquer. Shroomflora then explodes. -Mario and Junio look at Cayrla. After wiping her eyes, she thanks the group for being honest with her. -Meanwhile, Parakarry is excited about the recent battle, exhilerated in the rush it brought him. Parakarry also realizes his old friend needs help. -PARAKARRY joins your party! Press Y to fly across small pits! -Partner Sticker: Shell Shot (hits any enemy for 8 damage, goes by by 4 for every Green Star Parakarry has) -Battle perk: Air Time (Doubles the speed at which Mario's escape meter fills) -Parakarry says that this will be like back in the mountains.
6-1 ENEMIES -Same as 0-1 Return Enemies.
Last Edit: Feb 16, 2016 1:46:06 GMT -5 by TyrorexDMZ
6-2: Fevered Crossroads Gameplay -A maze shrouded in sickness, with statues of seven species (Brustache, Dayzee, Draglet, Chain Chomp, Blizzard, Sosorrisurf, and Paratroopa) near one of seven paths. Take the correct path to progress. -If Mario takes the wrong path, not only does he start all over again, but he starts the next battle with a random status effect depending on the color of the sickness --RED: Burned --BLUE: Frozen --GREEN: Poisoned --YELLOW: Dizzy -This goes on 7 times. In between correct screens are some enemies to fight. -In-game hint: Statues of different species in correct order in a hidden room. Use Parakarry to fly over a toxic pit and reach the room.
Story -At the end of the maze, Boom Boom and Pom Pom lurk...but they oddly don't seem like themselves as much. -When Parakarry asks if they're the princess, they say they don't remember what they came down for -BOOM BOOM: But something about you punks makes me mad, especially the Draglet! -Doug takes offense at this, saying that he doesn't care what they think of him- as long as his friends are nearby, nothing can stop him. Krampus barks in agreement.
-Miniboss: BOOM BOOM 2 HP: 90, ATK: 7, COINS: 180 POM POM 2 HP: 70, ATK: 3*2, COINS: 120 -This time, before each attack, Boom Boom and Pom Pom add colored auras to themselves. -If Mario doesn't block it, he suffers one of the four status effects above.
-After the fight, Boom Boom and Pom Pom faint, and turn in brown and red mushrooms respectively. -Junio wonders what happened to them, and Blizz says he may have an idea about what's going on, but he won't say just yet.
6-3: Shroom Abyss (pre-final battles) Gameplay -The last level. -Nothing but a barrage of enemies...and randomly-appearing abysses. -Ground glows where an abyss will appear, serving as a warning.
-When Mario and friends reach the last part of the area, they notice the air is rising into the ceiling faster than before. -Suddenly, an earthquake occurs. Dark cracks appear in the ceiling above, allowing the air to escape. -Everyone realizes the severity of the situation, and understand they need to take Albus down pronto.
-Before the final door, Mario and friends see Brutus, Ceptu-Al, Rux, Pip and Scizz, but they look very sick. -Brutus is shocked that Albus attacked them all for some reason, as if "something" was calling him. The Gamirates are all angry, yet admit that the mutt and the traitor will have to get the nuts out of Albus' head. Ceptu-Al drowzily declares that the most beautiful art of all is going to sleep, to which Brutus agrees, as he tells Mario they have to win. -The quintet of villains then turn into mushrooms. -If Prince Montoir is in your party, he looks horrified at the thought of facing the Royal Plague again. Before he bolts for the surface, though, Mario speaks gibberish. -Apparently, Mario assauges Montoir- whatever this Royal Plague is, they'll find cure. Mario should know- he has a doctorate! -Montoir laughs a bit. MONTOIR: You really are a strange troupe. Very well. Even if this goes far south, there's no-one around I'd rather end my game with than you folks. -The cutscene seems to end...however... MONTOIR: Except for...him...
OLD ENEMIES 6-2: Goomba, Spiked Goomba, Pilot Goomba, Koopa, Boo, Undergrunt, Fuzzy 6-3: Gamigoon, Gamiwiz, Gamibrute, Chassishroom, Slugshroom, Monstroom
NEW ENEMIES -KOOPATROL (14/8,2(spiked)/60) -CARRISHROOM (20/6/70) --A bigger version of the Chassishroom. Speed is his game when it comes to making people ill! -GAMASTER (22/7/100) --The strongest minion in the Gami Squadron, and Albus' personal guards. They play their enemies like a harmonica...emphasis on the "harm-" part.
Last Edit: Feb 16, 2016 1:57:33 GMT -5 by TyrorexDMZ
6-3: Shroom Abyss (bosses) -When Mario and friends enter the final room, they see Albus near Peach. -Albus seems to be draining Peach's power and directing it to the top of a huge mushroom peeking through the floor. KEIRF: Albus, A-dog, my old boss...what are you doin' to M-jumper's gal here- ALBUS: Not now, Keirf. I'm just giving the Royal Plague a snack, to help it wake up. It's a sweet confectionery I call "Princess Delight". All you need is a princess with connections to light, and you have your dish. Once the beast fully awakens, it will infect the entire world BLIZZ: But what can you hope to achieve with your goal, Albus? Or should I call you by your real name...Professor Steikz? Everyone in the room is floored by this line- Mario, Peach, Junio, the partners, Albus, and even the top of the mushroom. JUNIO: Ahahaha...You really pulled a jolly one on us, Blizz. Or something resembling a joke. Not your best work, but- ALBUS: While I don't know this Mr Blizzard's profession in comedy, I agree there was no humor in what he said. For you see- Albus takes off his glasses, and... STEIKZ: He speaks the truth, Junio, my boy. KEIRF: ...I didn't see that one coming. Major bummer. JUNIO: Pro-pro-pro-Professor Steikz? You were leading the Gami Squadron the whole time!? STEIKZ: Junio, you must understand. This plague- this horrible Royal Plague ruined my family's legacy. And please- call me Albus. JUNIO: Bu-but professor Steikz...I looked up to you. You taught me everything about how to draw, how to paint Chrome Objects, how to ride a octocycle! You even- ALBUS: I must apologize for this disappointment, Junio. There never was an actual Professor Steikz. He was just an alter-ego Hanz, Ceptu-Al and I cooked up so I could live once again among my people, and make that Plague PAY. Would you have treated me as politely if I had just been me? My family tree isn't popular among those annoying diligent historians! DOUG: But you're going to make the Plague pay...by awakening it?! You're crazy, pal! STEIKZ: Am I, buddy? During my tenure here, I came to notice how careless the tourists and townspeople were. Every time they scuff the floor, or chip a piece off the sculptures, I remember how little they cared for how my family ended up. So, one day, sometime last year, I kicked the wall so hard, it created an opening. Out of that opening rose a dark stench. I accidentally took a whiff...but it was for the better. All sorts of visions came up in my mind- little delightfully brown mushrooms around me, a square with four diamonds, a snowy throne, and the darkness itself. It was thanks to these visions that I changed my plan to shine much more- let the Royal Plague make everyone sick again, then defeat it to artificially restore my family name! Brilliant, isn't it!? -Albus asks Blizz how he knew who he really was. Blizz lays out his logic- he hadn't actually met Steikz, and Mario never said what Albus looked like under the hood, since no-one had seen him. Eventually, it came to Blizz- why would Albus make a personal visit to the far-off Mushroom Kingdom to kidnap Peach, yet not do so for the rather close Pastel Museum Tome of Shroom, when Albus could easily take Steikz? Blizz confesses he didn't say anything because it mere conjecture, and he needed actual proof. So, just this second, he tricked Albus into thinking he knew, creating self-fulfilling proof. -Albus facepalms at being had with this simple trick. However, he then reveals there was one detail he didn't bother mentioning- the reason Albus didn't open the way to the Plagaseum right away. Albus knew Mario would try and stop him, so he lured him to the Pastelora region so he would be relatively off-guard and weakened. That way, the Gami Squadrom could deal with Mario before becoming a problem, and even as soon as the problem started. -Tired of talking to Mario and friends, a battle commences...
BOSS TIME! GAMI LEADER ALBUS HP: 130, ATK: 8, COINS: 400 -Every five turns, Albus creates a barrier related to a certain sticker, including the different partner stickers. -If the barrier is hit, it will go down, allowing Albus to be hit. -Midway through the fight, Albus adds a flamethrower attack that not only causes 12 damage, but also destroys 2 random stickers on a page or burn 2 stickers in a packet.
-Though they defeat Albus, it's too late. The ground starts shaking, a shape emerging from below...
Last Edit: Feb 16, 2016 2:35:38 GMT -5 by TyrorexDMZ
-When the earthquake stops, Mario and friends are met with the sight of a 10-eyed purple mushroom creature with 10 horns, 6 jagged (yet paper-thin) vines, a small paper-thin moustache. Curiously, mushroom-looking copies of the Royal Stickers sit on its cap (pun entirely intended), with a shroomified version of the Gold Royal Sticker on display.
-Albus is as first mixed at the sight of the creature- angry at seeing the beast responsible for its suffering, yet calm at seeing the Royal Plague. Albus then gets angry and tells the creature that he has many words for it- "ROYAL PLAGUE": As we for this puny world. Everyone is shocked that it can talk, before the beast takes a look at Blizz. ROYAL PLAGUE: What is THIS abomination?! It, that wore a fragment of our sealed power, dares chill our domain?! JUNIO: A fragment of your power? I don't know what you're talking about- ROYAL PLAGUE: You simple creature! You must know of our true maker- the shadowy ruler with the power of the heavens! We, too, had our magnificent might stolen and used against us, in a pathetic attempt to contain us! -If the Prince is in the party... MONTOIR: Your power? YOUR POWER?! That was not your power by right! You corrupted what was once innocent, changing it into a-a farce! What have you done to the King!? ROYAL PLAGUE: Wait...you...you're the one who freed us from the impenetrable prison! ALBUS: You- you WHAT!? ROYAL PLAGUE: All your effort was in vain. Your army's finest are now a part of us. We feel your king's soul continue to fuel us over the years. And you will all join him in our collective. -Regardless of what happens, Desteroid and Maestro Crimsopire fly in. The Maestro says it feared this would happen, so the duo try to take on what they call "Shroomsday". -However, Shroomsday instantly takes their power, turning them into large mushrooms. It also swats Albus to the wall, KOing him. -Shroomsday then sets its sights on Mario, who looks ready to fight...
BOSS TIME! SHROOMSDAY HP: 200, ATK: 7, DEF: 3/4 > -5x, COINS: 200 Music: Supreme Sparkling King, Bowser (Paper Mario: Sticker Star) -At the start of the battle, Shroomsday has a defensive perk that cuts down all attacks to 1/4 of their total power, similar to most Sticker Star bosses. -To remove this perk, Mario and company must attack each Royal Shroom individually. Multi-hit attacks only affect the original target. -Once all six Royal Shrooms are deactivated, Shroomsday defense drops dramatically for 2 turns, taking 5 times the damage from attacks.
-After the fight, Shroomsday faints, and everything seems peachy. -However, as Mario runs towards Peach, one of Shroomsday's vine grabs Mario, and dunks him into itself.
-Meanwhile, in the world above, the sickness is taking its toll on the citizens of Pastel City, and spreads throughout the Pastelora region.
-The beast spits out Mario, then opens up and gives birth to a Shroom Mario replica- Shrario.
BOSS TIME! SHRARIO HP: 50, ATK: 8, DEF: 0 > -11, COINS: 300 -If Mario doesn't KO Shrario within 1 of his turns (2 stickers), Shrario regains all of his lost HP at the end of his attack. -To reduce Shrario's defense, Mario must successfully defend for 3 turns straight, which will stop the illusion and reduce Shrario's defense dramatically.
-Unfortunately, the battle doesn't end. Swiftly, the core within Shrario rises from its body, creating one final form: a thinner dark rainbow-striped mushroom with shroomy hands, the whole thing made of cardboard. -Junio wonders if they can even win. Making matters worse, Mario starts looking exhausted...
BOSS TIME! SHROOMSDAY CORE HP: 300, ATK: 10, COINS: 500 -Unfortunately, Mario can't win this particular fight. -After 3 turns, Shroomsday uses a misty beam attack made up of the four colored mists that, altogether, does 200 damage. This attack also pierces blocking. -However, this time, getting 0 HP doesn't lead to a Game Over...
-After the fight, to everyone's delight except Shroomsday, Mario gets back up. Unfortunately, he's shuddering, as are his partners. SHROOMSDAY: Do you peasants not understand? We are Shroomsday. We are the world. We will continue where others failed before us.
-While Shroomsday Core is fighting Mario and friends, Hanz sneaks in. Peach notices him, but he shushes Peach. -Hanz awakens Albus. The latter is depressed that he only did more harm than good, and now people will hate him more for it. Albus also says, though, that he accepts that this time, it really is his own fault. Albus also takes comfort in at least knowing who was actually responsible. -However, Hanz shocks both Albus and Peach by saying he regrets that he kept a large Dry Bones in the closet regarding one detail- who (actually) helped Shroomsday`s sickness get into Pastel City. It was actually Hanz' ancestors. -Hanz goes on that he didn't discover this until he did more research about the day the sickness first came to Pastel City. However, he never told anyone, because he didn't want to lose Albus' friendship. -Hanz says how sorry he is that his family did this and how he didn't come forward until it was too late, and that Albus shouldn't have to pay for his mistake. He also begs Albus to not hold a grudge against Montoir, as he, too, wants to make things right after something he was likely coaxed into doing. -After some thinking, Albus says that although he is angry and hurt, they are still friends. As friends, they do things together, like their family did. -Albus releases the spell he placed on Peach that powered the beast, and both he and Hanz apologize. -Hanz draws Shroomsday Core by yelling at it, while Albus hits it with magic. -As they fight the beast, Albus tells Mario and friends that the world isn't such a bad place after all, and they have to defeat the beast. After thwacking Shroomsday away, Peach uses her energy to restore Mario's HP and PP. -Upon seeing a locked cellar door where Shroomsday was perched, Montoir hurries over to unlock it with the completed key. -While it opens, Albus blasts a strange beam at Shroomsday. Outraged at this insolence, the ancient mushroom monster tries using it uber attack again, but it's nowhere as big as before. -Getting impatient, Shroomsday completely absorbs Albus and Hanz' energy, before looking back at Mario and friends. -The heroes think about their adventure so far, the people they met, and their moments with each other. Junio asserts that there is no way they're letting a garden grub like Shroomsday ruin the world. ??: Spoken like a true Brustache! No wonder you guys are still around. Everyone turns around to the opened door, to see King Montgomery. AKA the King Monty Mole from the Sticker Star beta, covered in a shadowy texture. MONTOIR: Father! You live! SHROOMSDAY: But how!? We thought we sapped you of your hideous strength! KING MONTGOMERY: Shroomy, Shroomy, Shroomy...look in a mirror. Seriously, you need to wash your face with something. Like, I don't know, water, soda, the FLOOR! The final battle begins...
FINAL BOSS TIME! SHROOMSDAY CORE HP: 300, ATK: 10, COINS: 500 -Shroomsday no longer has its 200 damage beam. Instead, it only causes 14 damage. -Perks exclusive to this battle --Partner stickers now appear at a rate of 2 stickers per 1 turn. --1 Gold Flower sticker spawns every 3 turns. --If you took the steps to unlock him, King Montgomery is a party member for this fight only. PARTNER STICKER: Bedrock Toss (Inflicts 20 damage) BATTLE PERK: King Under the Continent (Increases all attacks by 4) --Shroomsday Core's HP won't go below 1 unless the final attack is a Gold Flower sticker, which will do 99 damage if SC's HP is 20 or below. --The final attack is slow-mo and much bigger than before.
-Shroomsday Core sways. Before expiring, however, it declares others like it will rise in its stead, and the world will not always be safe. It also feels it could just infect another. -Junio disagrees. He believes that when people have something to aspire to, and when something bad comes their way, they will team up and stop it. Upon hearing this, Shroomsday explodes. -Around the Pastelora Region, everyone starts healing, including the Gami Squadron commanders, Boom Boom, and Pom Pom. -Boom Boom and Pom Pom decide this is too crazy, and they'll return to the castle until the boss gets better. -The shadowy texture disappears off all Shadow Monties, as well as Montoir and King Montgomery.
Last Edit: Mar 15, 2016 14:08:31 GMT -5 by TyrorexDMZ
ENDING -Mario and friends, as well as Peach, Albus, and Hanz, are at the Pastelora airport. -Blizz says his goodbyes to everyone. He feels his work is done, and now he must return to the stars. Blizz turns to snowy mist, and drifts in the wind. -Upon seeing this, Cayrla starts to think to what Shroomflora said. Peach assures her that the Shrooms were trying to trick and decieve them all, but they showed them. -Junio looks sad that Steikz/Albus is going to jail for all the stuff he did. Albus admits that he was in the wrong this time, even with the truth about what happened, and he probably would have done it even if Hanz and his positions were reversed. Besides, he'll have company in jail. -The police car drives by, and in the back are Ceptu-Al and Brutus, as well as some still slightly conked-out Gamirate Commandos. After assurance it'll wear off, the Sosorrisurf police cuff Albus and Hanz, who are happy with both the company of their coworkers and each other. -As Mario gets in the plane, he looks at Cayrla. Knowing what has to be conveyed, the plumber gets out and mimes something...writing to each other on occassion. Everyone likes the plan, including Parakarry. -Everyone says their goodbyes to Mario, Peach and Parakarry, especially Junio, who says he'll treasure this adventure forever. The plane then takes off, and everyone waves. -In the Holey Underground, King Montgomery is proud to have fought alongside Mario, rather than against him. MONTGOMERY: Unless...nah, nah, just kidding! ...well, actually, maybe if I have a free hour...
EPILOGUE -Junio becomes the curator of the Pastel Museum. -Cayrla opens up a kindergarten to look after the Dayzee kids, with other Dayzees helping her. -Doug starts hanging out with other Draglets, and often visits Maestro Crimsopire. -Krampus is now the mascot for the Cocoa Carnival. -Blizz watches the world from the cosmos, and has tea with Desteroid. -Keirf turned the Gami Squadron into a surfing school, but often relaxes on top of the machinery. -Montier is helping to rebuild the Holey Underground, taking steps to explain why not to take stupid bets near dangerous animals. -And Parakarry does what he always does, delivering mail.
-One month later, Peach visits Mario's Pad. -The ending is slightly different, depending on a certain factor. 1. Peach notes how quiet it's been, how there hasn't been anything going on lately, how the bros. are just relaxing- PEACH: Waitaminute...LUIGI IS MISSING!! (Cue Mario facepalming, and a Super Mario World-style iris wipe) 2. Peach notes how quiet its been, how there hasn't been anything going on lately, how the bros. are just relaxing, and they haven't heard from Bowser- (Suddenly, Boom Boom and Pom Pom drop in and kidnap Peach) PEACH: Mario! Luigi! HEEEEELPP! LUIGI: Oh no...here we go again. (Mario and Luigi chase the duo over the hill, and a more triumphant iris wipe occurs)
CREDITS -scrolling down credits -a medley of songs from the following game locations and other games happen: a. Relic Hunter theme b. Pastel City theme 1. Crazy Mountainside theme c. Peach's theme PM64. Title Screen theme (if Flower Fields is cleared) 2. Thorny Swamplands theme 3. Cocoa Faire theme d. Boom Boom battle theme TTYD. Title Screen theme (if Glitzville is cleared) 4. Twinkle Valley theme 5. Orenchia Ocean theme e. Gami Squadron theme SPM. Title theme (if The Underwhere is cleared) f. Plagaseum of Shroom theme g. Holey Underground theme (if Montier was a party member) h. Sticker Star E3 2011 trailer theme i. Relic Hunter theme end -As the credits roll, mail to and from Mario's Relic Hunter friends is seen. -The final image in the credits is Mario and Peach sitting on Mario's porch.
-After the credits, the game saves automatically. -if you beat any nostalgic levels, the game alerts you to return to those locations for another challenge... -If Montoir was in your party, a similar message alerts the player to return to 6-3 for "the ultimate battle"... -Any stages with unfound items (Artifacts, Stat-Up Items, Luigis, etc) will start blinking as a reward for beating the game.
1. PM64 Flower Fields -Location: Return to Cloudy Climb, to find that Bowser's Sky Castle from Sticker Star has docked in the clouds. -When Mario enters the castle and meets Bowser, Bowser has this to say: -BOWSER: GWAHAHA! Mario! I've heard I missed out on an awesome opportunity to kidnap the princess. Whaddya say we have a battle right now? Because the King of Awesome just paged in a diagnosis of "Mario-stomping"! BOSS TIME! BOWSER -HP: 300, ATK: 10, COINS: 700 -An abridged version of the Sticker Star fight, with the details related to Thing weaknesses removed. -Thwomp and Chain Chomp do not appear during this version of the fight. -Like the first two Paper Mario games, Bowser's head isn't spiky. -Bowser only reheals twice during the whole fight, for 30 HP each. PLUMBER ARTIFACT: Bowser Bomb (40 damage to all enemies, 40 PP)
2. TTYD Glitzville -Location: Go to Jolene's office after beating Rawk Hawk to request a fight with "a special guest. -When Mario and the special guest get to the middle of the ring, he says that now they finally fight after all these years... BOSS TIME! PRINCE MUSH -HP: 300, ATK: 10, COINS: 700 -Every 5 turns, Prince Mush uses an attack that does 20 damage. -Every 3 turns, Prince Mush uses a Super Mushroom sticker on himself to heal 30 HP. PLUMBER ARTIFACT: Champ Belt (Quadruples all attacks, 40 PP)
3. SPM Underwhere -Location: Talk to Queen Jaydes to learn that a dangeous foe has escaped from its depths. -Head to the Sewers to find an entrance to the Hidden Alcove. -In the Hidden Alcove, Mario finds a rip in spacetime to another dimension with quite the foe... -DIMENTIO: Ahahaha! The hero of the Light Prognosticus returns! It seems like you are a cockroach, surviving even the deadliest airs! But enough talk! Now we duel like pirates at the edge of a plank! BOSS TIME! DIMENTIO -HP: 300, ATK: 10, COINS: 700 -When Dimentio gets down to 200 HP, he'll create 2 duplicates of himself. -When Dimentio gets down to 50 HP, he'll create 3 duplicates of himself. PLUMBER ARTIFACT: Dark Prognosticus (Lets Mario use 1 more stickers for 3 turns, 40 PP)
4. 6-3 Shroom Abyss -Location: Return to the room where Shroomsday was fought. King Montgomery is waiting near the Paper Portal. -After deriding Shroomsday for all the horror it committed, Montgomery gets to the chase- he wants to see Mario fight against him. BOSS TIME! KING MONTGOMERY -HP: 300, ATK: 10, COINS: 700 -The King digs underground. -The King may create an earthquake. If not defended against, the partner may get hit. -Every 3 turns, the king will scratch a sticker in the album, downgrading it to a lower level. -When the king reaches 60 HP, he uses his Bedrock Toss attack. Remember- that attack does 20 damage. PLUMBER ARTIFACT: Bedrock Vase (55 damage to the first enemy, going down by 10 with each successive hit, 40 PP)
PLUMBER ARTIFACTS -TIKI HEADDRESS: Creates wooden hands that inflict 13 damage to both air and ground enemies. --All air and ground enemies --18 PP --6-1 (Find the statue of the Tiki) -PROGNOSTICUS SCRAP: Lets Mario use 1 more sticker for 2 turns. --Mario --15 PP --6-2 (Find wedged between statues) -SHADOW CROWN: Summons hands that drag enemy under floor; 3 Attack, can hit 5 times. --All enemies --20 PP --6-3 (Find behind the final boss gauntlet room) -SHROOMSDAY BULB: Summons the spectre of an evil mushroom that emits a toxin causing 25 damage. This artifact inflicts all negative status effects on enemies for 7 turns, and bosses for 2 turns. --All enemies --25 PP --6-3 (Defeat Shroomsday Core)
MUSEUM REWARD -By placing all stickers and Artifacts in the Pastelora Museum, Mario earns the following extra Artifact. -GOLD MARIO STATUE: Summons a gold Mario statue that inflicts 50 damage in every battle, as well as summon a coin shower that causes 1,000,000 damage in non-boss battles. NOTE: The 1,000,000 is not recorded in the game's records. --All enemies --50 PP --Pastel City (Bring the other 32 Plumber Artifacts to the Museum)
Post by TyrorexDMZ on Feb 16, 2016 14:30:46 GMT -5
QUICKLIST OF PARTNERS -Special thanks to Seb_Ramoray of GameFAQs for the idea of an in-topic partner list during the 2013 version.
MAIN STORY 0. Junio the Brustache -Field Ability 1: CHATTER (tells Mario about the current area/location, and gives hints about the screen's nature) -Field Ability 2: CHROME OBJECT REPLACEMENT (paints in formerly Chrome Objects) -Battle Ability: ENEMY CHATTER (shows HP of new enemies at the start of the second turn) -Partner Sticker: SKETCH (Slap an enemy 5 times with paint. 1>1>1>1>2 damage, last attack goes up by 3 for every Green Star Junio has) 1. Cayrla the Dayzee -Field Ability: SING (Puts nearby enemies to sleep) -Battle Ability: POLLINATE (Extends status effects afflicted on enemies for 1 extra turn) -Partner Sticker: SING (Puts enemies to sleep for 2 turns and bosses for 1 turn half the time. Increases by 1 turn/10% for every Green Star Caryla has) 2. Doug the Draglet -Field Ability: FIREBALL (Fires a fireball across small distances and pits) -Battle Ability: FIREY FIGHTER (Adds fire attributes to normal Jump and Hammer stickers) -Partner Sticker: FIREBALL (Breath a fireball on an enemy. 6 damage, goes up by 3 for every Green Star Doug has) 3. Krampus the Chain Chomp -Field Ability: CHARGE (Rams stuff, and destroys large objects) -Battle Ability: STURDY GUARD (Gives Mario 1 defense) -Partner Sticker: CHOMP LUNGE (Charge at an enemy, sending them flying backwards towards the next enemy, and so on. 5 damage, 1 less damage for every successive enemy, goes up by 2 for every Green Star Krampus has) 4. Blizz the Mr. Blizzard -Field Ability: SNOWBALL (Throws an arching snowball, and possibly freezes enemies) -Battle Ability: ICEY FIGHTER (Adds ice attributes to normal Jump and Hammer stickers) -Partner Sticker: SNOWBALL (Throw an arching snowball at an enemy that removes any defense they would normally have. 6 damage, goes up by 3 for every Green Star Blizz has) 5. Keirf the Sosorrisurf -Field Ability: SURF (Surf over water and curved surfaces) -Battle Ability: RELAX WAVES (Heals half the damage Mario takes from water and liquid-based attacks) -Partner Sticker: SURF TIME (Summons a behemoth tidal wave that damages all enemies. 8 damage, attack goes up by 2 for every Green Star Keirf has) 6. Parakarry the Paratroopa -Field Ability: LIFT (Lifts Mario across small gaps) -Battle Ability: AIR TIME (Doubles the speed at which Mario's escape meter fills) -Partner Sticker: SHELL SHOT (Hits any one enemy for 8 damage, goes by by 2 for every Green Star Parakarry has)
NOSTALGIA LEVELS + HOLEY UNDERGROUND 1. Goombario the Goomba -Field Ability: ARCH BONK (Archs over Mario to Headbonk) -Battle Ability: RALLY (gives Mario an opportunity to use 3 stickers for a turn every 3 turns) -Partner Sticker: GOOMBARIO BONK (Summons 3 extra Goombas for a combo 3-3-3-5 attack; final attack gains 1 for every Green Star Goombario has) 2. Kid Yoshi the Yoshi -Field Ability: CARRY/FLUTTER KICK (Carries Mario, and flutters across larger distances than Mario's normal jump, yet under dangerous air obstacles) -Battle Ability: EGG LAY (lays an egg on turn 1, warms the egg on turn 2, and has the egg hatch out 2 Super class stickers on turn 3, the repeats) -Partner Sticker: GROUND POUND (Attacks an enemy with a 1 attack ground pound 9 times; final attack gains 2 Attack for every Green Star Kid Yoshi has) 3. Fleep the Pixl -Field Ability: FLIP (Flips rips in the spacetime continuum into view, and dazes enemies) -Battle Ability: FLIPPING (Gives all of Mario's attacks a 20% chance of making attacking enemies dizzy) -Partner Sticker: FLIP-OUT (Makes all enemies dizzy for 2 turns, increases by 1 turn for every Green Star Fleep has) 4. Prince Montoir the Monty Mole -Field Ability: Dig (digs underground to reveal hidden stickers and Green Stars) -Battle Ability: Hammer Power (Increases the first attack of Hammer stickers by 4) -Partner Sticker: Side Spin (8 damage to one enemy, hitting each subsequent enemy for 4 damage less. Power increases by 2 with every Green Star)
Post by TyrorexDMZ on Feb 16, 2016 14:42:17 GMT -5
ALL STICKERS CLASS NRM= Normal, SPR=Super, MG=Mega
JUMP STICKERS -Jump: Jump on an enemy 2 times. (2 damage/jump) (3 coins) NRM --AC: Press A as you're about to connect with the enemy. -Groovy Jump: Jump on an enemy 2 times. (4 damage/jump) (8 coins) SPR --AC: Press A as you're about to connect with the enemy. -Stylish Jump: Jump on an enemy 2 times. (7 damage/jump) (15 coins) MG --AC: Press A as you're about to connect with the enemy. -Metal Jump: Jump on an enemy 2 times, even if they have spikes on them. (3 damage/jump) (7 coins) NRM --AC: Press A as you're about to connect with the enemy. -Iron Jump: Jump on an enemy 2 times, even if they have spikes on them. (5 damage/jump) (15 coins) SPR --AC: Press A as you're about to connect with the enemy. -Rune Jump: Jump on an enemy 2 times, even if they have spikes on them. (7 damage/jump) (32 coins) MG --AC: Press A as you're about to connect with the enemy. -Multibounce: Jump 5 times total across all enemies. (4 damage/jump) (12 coins) NRM --AC: Press A as you're about to connect with the enemy. -Multijump: Jump 6 times total across all enemies. (6 damage/jump) (20 coins) SPR --AC: Press A as you're about to connect with the enemy. -Hopslipper: Jump on an enemy 4 times. (2 damage/jump) (10 coins) NRM --AC: Press A as you're about to connect with the enemy. -Jumpslipper: Jump on an enemy 4 times. (3 damage/jump) (20 coins) SPR --AC: Press A as you're about to connect with the enemy. -Skipslipper: Jump on an enemy 5 times. (3 damage/jump) (30 coins) MG --AC: Press A as you're about to connect with the enemy. -Fire Jump: Jump on an enemy 2 times while ignited. (4 fire damage/jump) (12 coins) SPR --AC: Press A as you're about to connect with the enemy. -Ice Jump: Jump on an enemy 2 times while chilled. (4 ice damage/jump) (12 coins) SPR --AC: Press A as you're about to connect with the enemy.
HAMMER STICKERS -Hammer: Thwack an enemy with a hammer. (5 damage) (3 coins) NRM --AC: Hold back on the Control Stick until the Star lights up, and let go. -Super Hammer: Thwack an enemy with a hammer. (9 damage) (8 coins) SPR --AC: Hold back on the Control Stick until the Star lights up, and let go. -Ultra Hammer: Thwack an enemy with a hammer. (15 damage) (15 coins) MG --AC: Hold back on the Control Stick until the Star lights up, and let go. -Eekhammer: Hit an enemy 3 times with a hammer. (1>2>4 damage) (10 coins) NRM --AC: Hold back on the Control Stick until the Star lights up, and let go as fast as possible multiple times. -Squeakhammer: Hit an enemy 4 times with a hammer. (2>3>4>5 damage) (20 coins) SPR --AC: Hold back on the Control Stick until the Star lights up, and let go as fast as possible multiple times. -Fuzzhammer: Hit an enemy 4 times with a hammer. (2>4>6>8 damage) (30 coins) MG --AC: Hold back on the Control Stick until the Star lights up, and let go as fast as possible multiple times. -Tremor Hammer: Hit the ground with a hammer strike, harming all enemies on the ground and ceiling. (6 damage) (7 coins) NRM --AC: Hold back on the Control Stick until the Star lights up, and let go. -Quake Hammer: Hit the ground with a hammer strike, harming all enemies on the ground and ceiling. (10 damage) (16 coins) SPR --AC: Hold back on the Control Stick until the Star lights up, and let go. -Hurl Hammer: Hurl Mario's hammer at any one enemy, even if they're on the ceiling. (6 damage) (5 coins) NRM --AC: Hold back on the Control Stick until the Star lights up, and let go. -Aim Hammer: Hurl Mario's hammer at any one enemy, even if they're on the ceiling. (11 damage) (12 coins) SPR --AC: Hold back on the Control Stick until the Star lights up, and let go. -Spin Hammer: Twist around to deliver a whammy of a hit and possibly daze the target. (7 damage) (6 coins) NRM --AC: Hold back on the Control Stick until the Star lights up, and let go. -Tornado Hammer: Twist around to deliver a whammy of a hit and possibly daze the target. (12 damage) (13 coins) SPR --AC: Hold back on the Control Stick until the Star lights up, and let go.
OTHER OFFENSIVE STICKERS -Fire Flower: Throw fireballs at each enemy. (5 damage) (15 coins) NRM --AC: Press A on each enemy when the crosshair centres on them as it goes by. -Magma Flower: Throw fireballs at each enemy. (10 damage) (28 coins) SPR --AC: Press A on each enemy when the crosshair centres on them as it goes by. -Ice Flower: Throw snowballs at each enemy. (5 damage) (15 coins) NRM --AC: Press A on each enemy when the crosshair centres on them as it goes by. -Chill Flower: Throw snowballs at each enemy. (10 damage) (28 coins) SPR --AC: Press A on each enemy when the crosshair centres on them as it goes by. -Gold Flower: Throw golden balls at each enemy, getting 8 coins for each hit. (25 damage) (Not available in stores) MG --AC: Press A on each enemy when the crosshair centres on them as it goes by. -Turnip: Throw a vegetable that keeps going after the first hit. (7 damage on first hit, decreases by 1 for every enemy behind that it hits) (15 coins) NRM --AC: Hold back on the Control Stick until the reticle centres on the first enemy, and let go. -Tulip: Throw a vegetable that keeps going after the first hit. (10 damage on first hit, decreases by 1 for every enemy behind that it hits) (32 coins) SPR --AC: Hold back on the Control Stick until the reticle centres on the first enemy, and let go. -Bulb: Throw a vegetable that keeps going after the first hit. (14 damage on first hit, decreases by 1 for every enemy behind that it hits) (55 coins) MG --AC: Hold back on the Control Stick until the reticle centres on the first enemy, and let go. -Cape Feather: Hit an enemy 5 times with the power of a cape feather. (3>1>1>2>3 damage) (12 coins) NRM --AC: Press B to start the attack, and press it just before the enemy touches the ground. -Yoshi Wing: Hit an enemy 5 times with the power of Yoshi Wings. (4>1>2>3>4 damage) (19 coins) SPR --AC: Press B to start the attack, and press it just before the enemy touches the ground. -FLUDD Squirt: Fires a stream of water at an enemy. (1*6 damage) (6 coins) NRM --AC: Keep the target reticule steady on the enemy with the Control Stick. -FLUDD Rocket: Launch Mario up, then come crash down. (12 damage) (15 coins) SPR --AC: Hold the A Button until it reaches the end of the meter, let go, and when Mario is about to make contact with the enemy, press A. -FLUDD Turbo: Launch Mario towards the enemies. (18 damage) (32 coins) MG --AC: Hold the A Button until it reaches the end of the meter, let go, and when Mario is about to make contact with the enemy, press A.
STATUS-BASED STICKERS -Metal Cap: Increases Mario's Defense by 3 for the rest of the turn, but cannot attack for the rest of the turn if sticker is used first. (12 coins) SPR -Honey Shroom: Adds poison to all attacks for 2 turns. (poison buff) (13 coins) SPR -Spring Shroom: Increases the first Attack of Jump stickers by 3 for 1 turn, can use jump counterattacks. (12 coins) SPR -Spin Drill: Increases the first Attack of Hammer stickers by 4 for 1 turn, can use drill counterattacks. (12 coins) SPR -Mega Mushroom: Increases Attack by 4 for 2 turns. (20 coins) MG -Mini Mushroom: Makes enemy attacks frequently miss for 2 turns, but decrease damage given and increase damage taken by 2 each. (20 coins) NRM
HEALING STICKERS -Mushroom: Heals 10 HP. (10 coins) NRM -Super Mushroom: Heals 30 HP. (25 coins) NRM -Mega Mushroom: Heals 60 HP. (50 coins) SPR -Syrup: Heals 10 PP. (10 coins) NRM -Honey Syrup: Heals 30 PP. (25 coins) NRM -Ultra Syrup: Heals 60 PP. (50 coins) SPR -Long Last Shake: Heals 3 HP per turn for 5 turns. (15 coins) NRM -Eternal Shake: Heals 6 HP per turn for 5 turns. (25 coins) SPR -1-Up Shroom: Heals 15 HP if Mario's HP reaches 0, can be used manually. (40 coins). SPR -1-Up Super: Heals 30 HP if Mario's HP reaches 0, can be used manually. (100 coins). SPR -Poison Shroom: Poisons whoever eats the shroom for 3 turns. (30 coins) MG ENEMY-DROP STICKERS -Goomba Bonk: Summons a Goomba who repeatedly headbonks an enemy 4 times. (3 damage/bonk) (Dropped by Goomba) NRM --AC: Press A as the Goomba is about to connect with the enemy. -Gami Badge: Takes a weaker enemy out of the battle. (Dropped by Gamigoons) NRM -Brush: Creates a slippery surface that sometimes causes enemies to miss. (Dropped by Gamipupils) -Dayzee Juke: Randomly makes enemies sleep for 1 turn. (Dropped by Dayzee) NRM -Koopa Shell: Hits all ground enemies. (6 damage) (Dropped by Koopas) NRM --AC: Press A to jump on the unwitting Koopa at the right time, then press A as Mario makes contact with the shell to send it sliding quickly. -Cleft Helmet: Hits an enemy and sends them flying backwards, hitting all enemies behind them. (6 damage, all enemies behind take 4 damage) (Dropped by Clef) SPR -Sprout Erupt: Erupts and burns all enemies. (Dropped by Magsprout) SPR -Bully Shove: Summons a Bully who shoves one enemy with great power. (11 damage) (Dropped by Bully) NRM --AC: Press A as the Bully is about to connect with the enemy. -Snake Lasso: Incapacitates either all air or ground enemies for 2 turns. (Dropped by Fire Snake) SPR -Boo Sheet: Cloaks Mario from enemy attacks for 2 turns- can be nullified by light-based attacks. (Dropped by Boo) NRM -Thornple Vine: Incapacitates 1 enemy for 3 turns, damaging them over time. (4 damage/turn) (Dropped by Thornple) NRM -Chocrunch: Bites an enemy, and heals 8 HP for Mario. (8 damage) (Dropped by Chocroc) SPR --AC: Press A when the Chocrunch is close to the enemy. -Top Spin: Hits an enemy really fast 8 times. (1 damage/hit) (Dropped by Topman) NRM --AC: Press the button combo given for maximum damage. -Angry Inferno: Summons the Angry Sun to bash into and possibly burn an enemy. (10 damage) (Dropped by Angry Sun) SPR --AC: Press A as the Angry Sun is about to connect with the enemy. -Cataquack Toss: Tosses an enemy 3 times into the air. (3>4>5 damage) (Dropped by Cataquack) SPR --AC: Press Up on the Circle Pad when the Cataquack's nose and the enemy connect. -Blooper Stain: Muddle enemy accuracy for 2 turns. (Dropped by Blooper) NRM -Koopatrol Helmet: Dashes towards the enemy with a spikey helmet. (15 damage) (Dropped by Koopatrol) SPR --AC: Press A when the meter reaches an exact point. -Koopa Rod: Turns the frontmost enemy into a kickable shell for 2 turns. (Dropped by Magikoopa) NRM -Squig Pellet: Summons a Squig to repeatedly shoot an enemy 6 times. (2 damage/pellet)(Dropped by Squig) NRM -AC: Input the given button combination properly for maximum damage.
COOKING-RELATED STICKERS -Flour: Heals 5 HP and 5 PP. (12 coins) NRM --Ingredients: NA -Shroom Cake: Heals 20 HP. (20 coins) SPR --Ingredients: Mushroom+Flour -Super Shroom Cake: Heals 50 HP. (32 coins) SPR --Ingredients: Super Mushroom+Flour -Mega Shroom Cake: Heals 100 HP. (57 coins) SPR --Ingredients: Mega Mushroom+Flour -PANcake: Heals 20 PP. (20 coins) SPR --Ingredients: Syrup+Flour -Honey Pancake: Heals 50 PP. (32 coins) SPR --Ingredients: Honey Syrup+Flour -Ultra Pancake: Heals 100 PP. (57 coins) SPR --Ingredients: Ultra Syrup+Flour -Panshroom: Heals 15 HP and 15 PP. (12 coins) SPR --Ingredients: Shroom Cake+Pancake -Super Panshroom: Heals 30 HP and 30 PP. (12 coins) SPR --Ingredients: Super Shroom Cake+Honey Pancake -Ultra Panshroom: Heals 80 HP and 80 PP. (12 coins) SPR --Ingredients: Ultra Shroom Cake+Ultra Pancake -Salad Bowl: Sends one enemy flying backwards, hitting additional enemies. (13 damage, 3 less for each additional enemy) (25 coins) SPR --Ingredients: Thornple Vine+Metal Cap -Blizzblazz Salad: Restores 15 PP and randomly gives Magma or Chill Flower for an extra attack after using it. (40 coins) SPR --Ingredients: Salad Bowl+any Flower -FLUDD Juice: Heals 25 HP and causes 12 damage to all enemies, but can randomly poison Mario for 2 turns. (25 coins) SPR --Ingredients: any FLUDD sticker+Syrup -Chocolate Shroom: Powers up Mario's attack by 5, but disables use of Plumber Artifacts for 2 turns. (35 coins) SPR --Ingredients: Chocrunch+Mega Mushroom -Planet Quesadilla: Causes 10 damage to all enemies, but burns Mario for 3 turns. (30 coins) SPR --Ingredients: Fire/Magma Flower+ Turnip/Tulip/Bulb -Chill Bulb: Causes 10 damage to all enemies, but freezes Mario for 3 turns. (30 coins) SPR --Ingredients: Ice/Chill Flower+ Turnip/Tulip/Bulb -Gourmet Dinner: Heals 200 HP and 200 PP. (200 coins) MG --Ingredients: Ultra Panshroom+Gold Flower -Dangerous Delight: Brings Mario's remaining HP to 10 and poisons him for 13 turns. (130 coins) MG --Ingredients: Poison Shroom+any baked good
SAL T. BUNS EXCLUSIVE BATTLE STICKERS -Picnic Rag: Swats enemies, then cloaks Mario for 2 turns, but can be nullified with light-based attacks. (8 damage) (20 coins) NRM --AC: Press the A Button 3 times at different points. -BBQ Blanket: Swats enemies, then cloaks Mario for 2 turns, but can be nullified with light-based attacks. (12 damage) (35 coins) NRM --AC: Press the A Button 3 times at different points. -Concert Tarp: Swats enemies, then cloaks Mario for 2 turns, but can be nullified with light-based attacks. (16 damage) (50 coins) SPR --AC: Press the A Button 3 times at different points.