Where is merlins house in paper mario




















The badge then falls and Merlon gives it to Mario. For three of Mario's Shine Sprites, he would upgrade one of his team members, giving them more HP and a new ability. With the power of the Ultra Stone, he can upgrade Mario's party even further. The Ultra Stone is obtained by using a similar method to getting quick change in the first game. This is most likely a reference to Paper Mario 1. In Super Paper Mario , Merlon plays a more major role. He resides in Flipside and possesses the Light Prognosticus , which was made to counter the Dark Prognosticus.

Do you like this video? Play Sound. Take this and save all worlds from destruction! The outside of Merlon's house in Paper Mario. The inside of Merlon's house in Paper Mario. Merlon's artwork from Super Paper Mario. Universal Conquest Wiki. I've listened to his stories before and they're really long. I try to pay attention but Jump Chg. Smash Chg. The Red Key is underneath that Red X, but first we have the opportunity for some free items. At the end of the top corridor, you can earn yourself a Shooting Star which is quite handy for defeating Swoopulas.

If head head back to the main room and out of the 'reflected' main door, you can access a 'reflected' cave containing a star piece.

Go to the location of the Red X and down the new hole. Use Bombette to blow up the door, only to discover a whole host of Duplighosts pretending to be Bombette. The imposters are the ones with extra symbols after their speech - stars, hearts, exclamation marks, and ellipses.

Go through the gap to find the Red Key in the chest. Head back to the main room, saving on your way past - you're not going to get another chance for a while. Use Tornado Jump to change the switch to the Red Door, and go through it. Go through the lower i. If you still have the Shooting Star and Thunder Rage from earlier, they may come in handy here.

However, each set is harder than the last, so save the good items for the third group. Defeating the Clubbas will have cleared the 'reflected' pathway, so go back to the previous room, through the glass panel, and across the 'reflected' chasm.

In the next section, you'll see a switch the rotates the central platform. However, in order to get to the other side, you need to be standing on the platform at the same moment you press the switch. This is where Bombette's fuse comes in useful. Set Bombette going towards the switch, and quickly jump on the platform. When she explodes, you'll get through to the other side.

Go through the door, defeating yet more Clubbas. In the next room, follow the hint from the Duplighosts in the mirror, and send Kooper through the little hole. However, what you get back is a tonne of Duplighosts dressed as various characters from throughout your adventure.

The real Kooper here is very obvious - the only one that actually looks like Kooper. Go through the hole and through the door to the right. This time, the mirror really is a mirror. Line up so that Kooper's reflection hits the button, and go across the pathway. In the next room, ignore the locked door, but go through the glass wall and start going back on yourself, over the reflected chasm.

Head through the northern door, and use Watt's ability to find a block with a Jammin Jelly. Go to the back of the dinosaur staue and push it to the left, revealing a hole. At the end of the lower corridor is a D-up-P-down Badge. Go all the way back round to the 'unreflected' version of the dinosaur room.

Here, you'll find the large statue has also moved, allowing access to the lower level. At the end of this lower section, you'll find the Palace Key. Head back to the locked door, and use the key to get through it.

Here, you will find two recesses in the floor. The lower one contains three dinosaurs, and the upper one contains three statues. Note that there is not a mirror between the two halfs of the room. If you leave the room, the dinos will reset. You need to place a statue on each square on the floor. The statues can be pushed, but only in the direction they are facing.

The dinos will rotate to face you when you start speaking with them, and the corresponding statue will turn to face the opposite way. Use the dinos the rotate the statues to where you want to go, and then push them so that they end up on the squares.

Completing the puzzle will reveal a door, behind which is - at long last - a save block and a heal block. Get ready, because it's finally time for the boss battle. The battle with the Crystal King can be fairly tricky. He has 70 HP and 2 defence, so taking down his health takes some work. He will generate little Crystal Bits, which each have 1 health, but these are what he uses to attack.

Whenever he can, he will use a frost attack to make Mario miss several goes. Badges that affect lots of ground enemies, like Power Quake, are useless here. One reasonable strategy here is to use the Quick Change badge.

Use Lakilester's Cloud Nine to keep Mario hidden from attacks for a few turns. On the other turns, switch to Watt and use Electro Dash to get through his high defence. Mario can keep using his hammer, items, or Star Power as appropriate. The Crystal King appears to be impervious to some status-changing attacks e.

Once the Crystal King get's below 20 health, he'll slit into three, but only the real one can be damaged. Fortunately, you only need to do a any damage after getting through a defence of 2 to reveal the real King. A fully-charged Spiny Surge is a fairly cheap way to hit all enemies for 3.



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