Paper Mario: Comet Of Desires is the reimagination of the Paper Mario Sticker Star, which rethinks many ideas of the original to make the game better, than what initially came out.
What If...?[]
This article is a place to think about what would have happened if Miyamoto had given the studio more control over the IP and allowed some exceptions to the creation of the original characters. At the same time, the gameplay also undergoes major changes to make the game more logical and enjoyable for the player.
List of Major Changes[]
- Different stickers are now assembled into different Categories (Jump to Jump, Hammer to Hammer, Healing to Heal etc.).
- Things are not as important as their role in the original, as their role was changed to be the "special stickers" for different puzzles, special attack akin to Partners in Time (being in limited number too), and some are instead replaced by partners. With this, Sling-a-Thing is completely removed, as such items automatically become stickers (while also having the separate Categorie). They also DON'T dissapear after a mistakeful use, simply respawning in the album.
- Partners are added, which can interact with overworld and help solving puzzles. They are also a part of the Battle System, with their perspective Partner Stickers.
- Mario can use Heal Stickers in the Overworld.
- World 3's levels were combined together, to not stretch player's experience for no reason at all.
- Some of Kersti's advices were rewritten to provide more help for the player.
- Sticker Upgrades in levels are completely replaced by Jewels, which now serve the role as the currency for upgrading, but also feel like a remiscent to Star Bits from the first and second game.
- Mario can actually choose to wharever World he wants to go, and yet, to access Frosty Resort, Mario must complete Sssandy Temples, while for Magma Jungles - Bemusing Woodlands. Sheeny City, on the other hand, can be accessed only after completing all the other Worlds, and after literally emerging from the water right at the moment of completing all previous five Worlds. Kersti believes that this Yard was being guarded with the old magic, and only emerged once the first five Royal Stickers have been collected.
- Enemies, actually, don't dissapear after running away from a battle, and so gives a player a chance to redo a fight.
- Many of the NPCs are not limited to Toads, presenting each world with different species each time.
- A completely new world was added, to make the game closer to the earlier concepts.
- Mario starts with lesser HP, but it can be upgraded in later parts of the game.
- Some secrets doors are changed, or downright absent, to lessen the player's reliance on them to progress further, instead being more of a bonus secret for easying playthrough.
- The story have taken far more serious route. While it's not as serious as the previous game and have a huge chunk of comedy moments, it's overall script and character interactions have significant changes to still somewhat keep the spirit or the first three games.
- Paper jokes are removed, or rather reworked, to sometimes lampshade the flatness of characters and the paper-esque nature of the world, without playing straight with the 4th wall.
Leveling Up[]
While leveling up wasn't allowed in the original, here it's a different situation. It is allowed to level up, albeit to some extent. Mario can upgrade his Health and Defence stats, and even upgrade the Sticker Slot to allow more stickers to be placed at once (which removes Battle Spinner mechanic). He can do this with Jewels, which are in the place of spots for Sticker Upgrades from original. With this in mind, HP-Hearts are also not really here for that.
Stickers are also able to be upgraded, but to a different degree. At first, there are more basic stickers than not, while the rare or powerful are not that common. But the player can upgrade different groups of stickers, which allows more chance at powerful sticker popping out. For instance, if at the beginning the most common type of Jump is Worn-Out and Basic, later, if upgraded, former can be outshined by quantity to Basic, removing Worn-Out completely. Next upgrade can provide Shiny far often than before, and, with 15% of chance with proper progress made, player can obtainBig Shiny stickers more. But even big Shiny can be outshined with Flashy more, that often.
Partner Stickers, however, are completely another story. In original, there were HP-Hearts, that would upgrade Mario's, well, health. In this version, however, they are changed to the old good Upgrade Blocks,that can not only upgrade previous attacks or moves, but also add new ones, which can changed the battle significantly. It must be said, the the mor epowerful attack is, the less it will appear as a sticker.
Battle Changes[]
Battle System would have been completely reworked. The original's gameplay was infuriating and very not fair to the player, so following changes were made:
- Partners have separate battle stickers, that are avalaible in their own sticker group. These stickers can be Normal, and Flashy, with rare occurence of Megaflash for some characters. Partner Stickers can be upgraded and added new with upgrade blocks, but more powerful attacks or moves will appear more rarely than common ones.They can be achieved only through battles, so the more powerful foe you defeat, more changes that you'll get a powerful attacks sticker, with a possible chance of Shiny status (sometimes even Big, for that to matter). However, weak enemies that you have defeated will rarely drop any common Partner Stickers, which usually fall from enemies you are currently fighting in the world. Chances are, that upon defeat they can give up to 2, or even 3 partner stickers.
- Royal Stickers upon collecting will grant Mario every new move for him to use in the battle, similiar to Star Spitrits from the original Paper Mario. However, they act similiar to every other sticker in the game, contrasting Star Spirit's power, and such, their own battle sitkcers are acquired through enemies.
- Kersti lefts a single sticker of Worn-Out Jump and Worn-Out Hammer (but later can be transferred to normal Jump and Hammer stickers) in their perspective groups after all the remaining stickers were wasted, to provide at least a chance to end the actual battle.
- Infinijump Stickers work far more closely to Power Bounce from the first game.
- Their battle system is far closer to original Paper Mario, by not having HP meter and by simply getting stunned if attacked. Their attacks can be Shiny or Big too, thought, though for better chance at Shiny ones Upgrade Blocks are required.
- Hammer Stickers operate the same way they did in the original games - holding left, and then releasing at the right time (with Quake ones requering a longer hold).
- The Sticker Slot starts with one slot, which can later (precisely at the time of World 3) be turned to 2 slots. And yet, with enough Jewels (gaining more than 50 Jewels), it can be turned to 3.
- Bosses and special enemies are not longer requirined specific sticker to defeat them, as now those stickers will just provide a quicker way to deal with them, while still be able to defeat them as any other enemy encounter by own methods.
Story and Gameplay[]
The game starts with the old good book, opening as the narrator apprises...
I want to tell you a story... A story about one comet.
Every so often, at the most precious night, the festival is being hold at Decalburg, for one particular comet. Sticker Comet. This wonderful thing pays a visit to Decalburg for every 50 years, and so today was no exception.
Princess Peach was presenting the whole estival to many citisens of Decalburg. Not only them, but many tourists all over land came to see the magnificent view of the Comet. And so did Mario! And so, everyone's eyes were on the stage, when Peach presented the Comet itself. And yet, one foe decided to lay not only eyes, but his hands on it too...
Bowser literally ramped his way to the stage, and many foes from his army flooded the whole crowd as well, cheering for their lovable tyrant. He wanted to take the star for himself, but one moustached gentleman stands in the way of acquiring the comet. And so, tutorial battle starts, in which Mario pumps Bowser to the ground. He, completely furious, whines about always losing everything to this plumber disaster, and so screams a wish to have a chance to finally win...
This comes to a very troubled conclusion, as now not only the comet rises above the ground, but also shatters into, interestingly, 7 crown-like stickers, with the most odd one landing on Bowser...
Everything shines and glitters, as Bowser has acquired new form and... apologises for the mayhem his evildoings has caused to the inhabitans? This sudden polite and structural speak amases everybody. And yet, Bowser is a tyrant 24/7 even when speaking like a gentleman, and so he completely blasts the stage with the sticker tornado, wrecking everything and taking all the Crowns (and Princess Peach) for himself! With Mario blacking out, a new chapter starts with meeting quite an unpleasent fellow...
Mario wakes up, completely flabbergasted from what had happened. Suddenly, he hears some squeaky voice, that is begging for someone to free them. He helps it, and suddenly A VERY ANGRY living crown flies to Mario's face, and scolds him for everything that happened, and that he was responsible for so-called Royal Stickers to be missing. Mario defends himself, pointing out that it was not him who made it, and introduces himself as Mario. Кersti doesn't believe him at first, and yet changes her mind when she see his iconic jump. Their interaction got interrupted by other, very familiar voice. Mario sees Toadsworth, who got taped to the wall the same way Kersti did. Mari helps him out, and for that Toadsworth actually gives him a Hammer. Kersti is puzzled, but Toadsworth releaves their situation, and what happened.
Kersti angrily explains, that destruction of the Star Comet is terrible, as it contains the seven Royal Stickers, which can be used to rule the world. Mario shows readiness to help with that, with Toadsworth confirming his heroic nature. Kersti happily agrees to make a co-operation on retrieving those Stickers, and gives Mario the Album for said Stickers to collect. Mario helps the Toads scattered through the chaos. They are now more colourful, than just red, and instead of making paper puns, they are showing their disgrace over their butt-monkey status. They un-roll the town (and also trapping the Sticker Museum Director under it), giving Mario a chance to progress through the island. Mario can choose different routes, and yet, the first adventures for the red-clothed hero starts in the quite legendary place.
World 1 - Harvest Hills[]
When Mario starts his journey on Warm-Fuzzy Plains, he suddenly hears screaming, and seesing a Toad running, screaming, that he doesn't want to be eaten by "his bloody pet". And then, he sees a small and energetic Chain Chomp, trying to chase after Toad... and bumping into a rock, howling a bit. Mario tries to walk nearby, but Сhomp growls. Still, Mario approaches... and pats him! Chain Chomp then playfully bump into Mario, while Kersti shows complete disgust at that creature. But then, even more annoying voice heard from far away. Chomp suddenly hides behing Mario, really frightened. It's revealed that Bowser Jr himself came to the island. He asks Mario if he have seen his "Chomper", to which the said Chomp starts to growl at Bowser Jr. Brat demands Mario to return him, but, upon seeing poor creature's reaction, stands between him and Bowser Jr. Kersti is shocked, saying that it would be far better if they returned the pet, and yet Mario disagrees. This enrages Junior, and so, the first mini-boss fight begins.
Kersti actually sees potential in Chomper's alliance, and so teaches Mario Partner Moves. Chomper slashed Bowser Jr with his teeth, and so the battle is over, and so Junior angrily unfold giant rock, that he had in his pocket, and throws it onto the bridge. Kersti is angry, but then remembers Chomper's existence, and decides to teach Mario Overworld Partner Moves. In this case, Chomper, when holding a button and releasing it, can charge forward with great force, and so, he succesfully breaks the rock that hinged their progress. Kersti finally decides to keep the Chomp, and he suddenly starts rubbing against her, making Kersti rethink her entire life choices to this point. Then, Kersti feels a strange but familiar energy. It's Comet Piece! Still, our heroes continue their venture, upon suddenly stambling across three Goombas, that are furious at Mario after he stomped them. They form a Goomba Wheel, start rolling towards Mario.... and all of them literally get launched into the air, screaming that they don't get paid for it. Who launched them? Three Monty Moles, that were angry with somebody disturbing them. And so, they decided to attack Mario, because their hearts demand violence! They are quite easy to take out, with their attacks consisting of suddenly going into the earth, and bumping Mario from down under. They go down, with Kersti feeling wrath about what Bowser did to their land, and so, Mario finally gets his first Comet piece. Here, only one Secret Door appears, one with Thumbtack Thing. Scissors are completely gone.
They progress further into the Bouquet Gardens, where they meet a young, crying Toad. He explains, that the wind have destroyed his flowers , and so his grandpa would be really sad because of it. Mario eventually finds the reason behind it - and it's a comically large Fan. Mario grabs it, and Kersti actually explains the point of this thing, as they can help alot in Mario ventures. They return, and yet, the little Toad is still visibly upset, because the flowers are ruined, Mario solves this problem, by using Paperizing to place Fire Flower or Ice Flower stickers (or either sticker's Shiny or Flashy variations) into the garden to make it bloom again. This makes the Toad overjoyed, and the grateful Toad gives Mario an 1-UP Mushroom sticker, and immediately runs to his grandpa to tell this unbelievable story. After that, the player can pick the flowers and put them in the Sticker Album. They still grow back for Toad, if mario picks them up. In the hilltop area, a red Toad is being bullied by a pair of Moles. Talking to them gives a choice of paying the Moles twenty coins or battling them. If the Moles are engaged in battle, they team up and become a 2-Fold Goomba. It's the point in which Kersti actually teaches Mario about the Things in battle, in which Fan just blows Goombas away. After winning, the red Toad gives Mario a Cat-o-Luck and three jewels for helping him. There are zones in which Mario can use Chomper to find hidden coins, also the Secret Door.
Neverless, they continue into Water's Edge Way, and suddenly stumble upon that running Toad from earlier. Toad tosses an album page to Mario, and сontinues to run. Then, Kersti feels a strange but familiar energy. They go forward, and see... Sticker Comet! It would be easy, if it wasn't for the fact than no other, than Kammy Koopa, also stumbled upon this area, and being overhemingly angry upon seeing that mustache. Our plumber gets ready to fight with the magikoopa, who, as always, praises her beauty being her "main attack". She gets pumped, and so, decides to get revenge, suddenly paperizing Sticker Comet, cutting it into pieces and throwing at away. With a little help from Chompy, they are able to retreat one piece, while at the same time Kersti helped Mario learning the Paperization to get the piece back. In the area one screen past where Kammy is encountered, there is a sign that reads "Water's Edge Waterfall." By running off the ledge and into the waterfall, Mario enters a cave with a Faucet, that Mario paperizes. However, Kersti feels something different, too... And suddenly, a Comet Piece falls from the ceiling! Mario retrieves, and then he returns it to its original location to complete the level. He returns to the Piece, which, when collected, unlock Whammino Mountain. There is also the Secret Door in the cave right in the hole, where the Faucet was found.
In Hither Thither Hill, Mario stumbles across a giant mill, which entrance is blocked by one if it's blade. Kersti advises to use the Fan sticker to rotate it, and Mario equips it, so the blades start rotating and stop, showing an entrance. Mario approaches th-
-WOOOAHHHH!
Suddenly, an elderly looking Toad blasts through the door, with relieved look on his face, laying on the ground and cathing a breath. Kersti is amused, but also shocked about what happened, and ask the Toad for who he is. He gets spooked and apoligizes before the crew, saying that he haven't saw them upon blasting through the entrance. He explains to them, that he is a gardener of the hills, Dert T. He explains, that he was minding his own bussines, until a bunch of Moles and Buzzy Beetles came to his garden, started to ruin everything he have planted, and when he started to interogate, they have locked him in that mill for... 24 minutes! He welcomes the crew to his garden. The crew and Dert investigate the garden, and, suprisingly, everything seems to be the way gardener remembered it. He starts to catch a break... but then realizing something. he starts shouting numerous "NO!", and continues to turh the whole place up and down to find something. Kersti asks about it, and Dert explains, that they have kidnapped his grandson.
Mario and Kersti connect dots together, and realize, that the kid earlier was his grandson, which absolutely infuriates Mario. Dert T. starts to completely lose hope, but Mario steps ahead, and exclaims, that he is willing to help retrieve the child. Dert cannot stop thanking Mario for that, but cautiosly warns Mario, that the underground zone is ruled by an infamous Buzzy Gang. Neverless, Mario goes to the underground zone by the garden's pipe, and, with the help of Chomper destroying the rocks in front of them, they approach the end, where they see a poor child crying. And yet, he gets overjoyed upon seeing Mario, stating that now he feels a lot more braver (with Kersti jokingly calling Mario his "Nanny-Nia"). If this Toad will touch an enemy, it will make him run away in fear, albeir not to the very end, being far closely to the played. They do return to the Decalburg, where Dert T. hugs his son as fiercely as he can. He cannot express his gratitude towards Mario, and so, instead gives him a hadful of good stickers, and, more importanly, the code, that can help open a secret in the mill.
Mario goes to the mill, enters the code with the help of blocks with different numbers, and so, a pipe to the cave platforms to allow Mario to get the Pipe scrap. After returning the pipe scrap, the pipe can be entered to find an enclosed room. Kersti feels quite great, as it appears a Comet Piece is located in the end of said room. Suddenly, from cave's ceiling falls a gigantic Buzzy Beetle with crimson shell, that states his name is Buzzler. He starts speaking with typical gangster attitude, praising the courageness of Mario to come all here, and offers him a deal. He will let them "live longer than needed", if Mario will give him the Comet Piece he has in the album. Kersti literally explodes, stating that this "flat-faced turtle insect" will have none of it. Buzzler looks angry at them, and states that he will happily pump the team to the ground. Mario still manages to beat him, and yet, he doesn't seem all too frown, as he knows, that "the boss of the ol' underzone will claim what he wants, and their shiny goody-doings wouldn't save them from the true top dog", as he vanishes away. Kersti tries to comprehend what he just said, but gives up, and exclaims that they need to go, as the Comet Piece awaits them. Awaits indeed, and so the go with another Comet Piece in the album. In that location, there is a garden, and if Ground pounds the centre of it, the ground will rise up, and the Jewel will fall out of it, which Mario can pick up.
The next level, Whammino Mountain, starts with a dim grass patch, followed by rocky steps up to another, more mountainous area. This winding path contains the Lakitu with typical Koopa Troopa sunglasses. It endlessly throws Spinies at Mario, but grabbing a Super Star nearby, Mario can run through the Spinies and to the top of the mountain. Though the Lakitu flies high, he can be defeated at the top of the mountain if Mario quickly jumps into him when he drifts downwards, and this hurt frame can be seen. After the cliff steps, the next room contains a white gate, with its center missing. Mario must continue to the mountaintop to find the gate scrap on an unreachable mountain platform. Chomper needs to break some rocks in front of him, and then hit a tree to make the platform tilt and drop the scrap, allowing Mario to paste it back into its rightful place. In the chain reaction cutscene, parts of the Super Mario Bros. theme can be heard in rhythm as the terrain tilts, jumps, drops, and more to reveal the white gate scrap. A pipe can also be found here, leading back to the beginning of the level. After the White Gate is back into place, a helpless Blue Toad can be found pasted to a low-flying cloud. After rescuing him, he opens up his sticker shop. Heroes see the moving rocks, that can only be broked by Hammer, as team needs to break them to progress further. Mario can only break cracked rocks, as solid one will simply be unbreakable even with his Hammer. Later it appears to have a fully moving walls, which Mario cannot break himself, only with the help of Chomper. Player must use the timing and release his button upon cracks showing up on the walls, otherwise Chomper will just helplessly bump into a solid rock. Luckily, player must break only one wall to come to the end. Upon breaking all, the passage to the upper part opens, where the Comet Piece is found. In
The final level is, actually, a Mole Fortress, where Kersti feels an enormous energy spark, which pretty much confirms a presence of the Royal Sticker. The start of the fortress, inside is a block that will change the bridge's direction with the help of Chomper. North exit, there is a Save Block and Bowser Tape that can be pulled to cover half the spikes with carpet. In the east room, one particular Monty Mole, reffered as Monty General, sees Mario and commands Parabombs to start the assault... yet, all of them are sleepy. He starts to play on the trumpet, and yells at them to finally be useful at last, that awakes Bob-ombs, while throwing the trumpet away. After waves of bombarding, Mario makes it to the second room, where the bridge is, instead, moves on it's own, and heroes must hit the button to stop the bridge at the right direction, otherwise it will just continue to change directions. In the same room there will be some coins and a Shiny Jump sticker behind a fake wall to the right.
When Mario heads north, he will be blown back from the bridge by a gigantic fan right in front of him when trying to cross the bridge. The player can pass this by switching to Paperize Mode and placing a sticker over the unwanted fan, the player will quickly have to cross the bridge again, for they will not last. The spikes are also removed, so Mario can quickly go to the front, as the fan will still bow Mario further from entrance. Then Mario reaches another outside area with gates blocking the way and more Parabombs, tasking Mario to lure the Bob-ombs to clear the way. However, at the end of said section, Monty General appears, panicking that Mario made it so far. He still compliments it, and then decided to smash every bit of Mario to not dissapoint his "leader". The battle begins, where General will hide in the mini-tank. Kersti advises to somehow entice said Mnty out. With this in mind, Mario, firstly, hit the tank several times with Hammer stickers, until the General finally pops out, where Mario finishes him off with several powerful Jumps. Upon defeat, a huge light pops out above the General's, and he starts slowly ballet dancing, expressing his enormous feel of guilt upon losing a battle to Mario. He then falls, with the rose on his hand, and vanishes, with the several applaudes heard in the background. After this.... event, the company progresses further.
The next bridge room seems to have a useless block, until Mario goes into Paperize Mode and re-sticks the block the correct way. Heading south, Mario will pull off more Bowser Tape to cover the rest of the spikes. The last area is a winding staircase in a tower, that actually goes deeper and deeper into the ground, leading to the fight with the boss. In the beggining of it, a Secret Door can be placed to find Water Gun.
Luigi can be seen while Mario walks toward the staircase, and if Paperized, expresses his gratitude towards the gang for saving him, and stating, that he got a little bit lost while trying to save the world as usual. He then gives Mario several Jewels, and quickly heads out of the fortress.
But before that, Mario actually see the Trumpet that General used right in front of him before the boss room, and, for some mysterious reason, put it to the album. The gang comes to the room, where everything seems quiet at first, until they hear some strange rumbling... And then, underneath their own feet, a gigantic purple Monty Mole appears, send gang to fly a bit and then land right in front of him. He presents himself as Montymer, and speaks in the most polite way possible, explaining, that "in the view of the certain circumstances, I can't promise you a return of the precious Royal Sticker, and I deeply apologize for this situation before ye". Kersti isn't moved in any way with this words, and, in full believe of gang's power, states that they will reurn the Royal Sticker, even if it means destroying an entire Monty Kingdom!.... Everyone are shocked because of this statement, but especially Montymer, who begins the first Megasparkle battle in the game.
Montymer's attacks consist of throwing vegetables at Mario, but Mario still can shield himself to take less damage, and the other attack include burying into the ground, and then jumping out of it right under Mario's foot. Still, Mario progresses through the battle, and so, the giant Mole decided that it's time to use the Royal Sticker's powers, ordering the other Monty Moles to merge with him to become the more powerful Megasparkle Mole. When the battle draws near the end, the other Moles decide that, since the corrupted Montymer had his body and mind changed by the Royal Sticker, that power was too much to handle. As a result, they leave the purple Monty, stating that they prefer to be regular Moles again. Montymer becomes infuriated when they leave and tries to fight Mario on his own. He tries to fight, and yet, Mario still defeats him. After the battle, the Royal Sticker deattaches from Monty, and thus, he returns to look like a completely normal looking Monty Mole.
He notices how the power of the Royal Sticker felt like a "dazzling dream", where his wish of becoming the "king" has come true, and feels dissapointed, that he becomes a regular Monty Mole after that. Kersti wants to snark about it, but Mario steps ahead, whispering something into Monty's ear. He then retales his words, explaining, that you can change yourself and become whatever you want, if you stop being such critical about yourself. Mole thinks for a second, bit then just leaves, proclaiming that the likes of Mario do not understand the full injustice of this world, and leaves, which completely leaves Kersti with shock value. Still, the Mole doesn't even try to bring the Sticker with him. Mario collects the Royal Sticker, and such, the first part of retriving the Stickers and Comet back together finally comes to the end.
After this, a little book-story is told, about one Monty Mole, who wanted to become something better, than he was. Yet suddenly, a Royal Sticker fall from the sky, and right on Monty's head, transforming him into Montymer and corrupting his soul. After that, the Harvest Hills became his domain, where his Moles and Buzzy Gang became a huge problems for the Hills. destrying many gardens and collecting all the harvesting for themselves. But thankfully, it all returns to how it was in the beginning, with that little Monty mole being far more certained about himself.
World 2 - Sssandy Temples[]
The Drybake Desert starts in a grassy area where a Goomba can be found guarding the Sticker inside the block. This is not a requirement though. When the player continues on, a huge gate blocking the way to the desert. Using Paperize, a Jump, Hammer, Mushroom, Poison Mushroom, Fire or Ice Flower and Spike Helmet stickers must be placed in the gate to open it (Kersti comments, that the player must use something purple). The gate opens to reveal a short cave area inhabited by Swoops and a single Buzzy Beetle that can make the First Strike if it sees Mario. The cave exits to the desert itself, where a Save Block and Heart Block can be found, along with an odd looking Shy Guy, holding a rope halter around an Ostro. He presents himself as Sand Guy, who is a traveller. He eventually reveals to Mario, that this area is full of sandpits, and because of that, traversing the area with Ostro is the best choice. If Mario lands him 25 coins, Mario can hop on Ostro, and such, Sand Guy will help him cross the level.
Ostro operates similiar to Mario, albeit much faster, and, if pressing the Hammer button, will peck the thing in front of it. It's main mechanic, however, is the fact that is won't sink in the quicksand, as it will always quckly jump on left feet and then on right and repeat, rhytmically. On their adventure, they come across a Toad, that is ambushed by a group of Tweeters. Mario can pay a fee for them to quit, or battle them. Upon saving the Toad, he reveals his name as Curiosi T., and that he decided to travel to raise in the spiritual level... and yet pretty much regrets coming to this trip. He gives Mario the Mushroom Sticker, and then goes on his way.
The next area is an area with a few quicksand flows and a hollow cave with coins. Pokeys (reclaiming their previous design, mixed with their green appearence) are first found here. Mario comes across some friendly Shy Guys through the level, that explain their frustation over the fact, that Pokeys have invaded almost every bit of Ssssandy Temples. One particular Guy even blames ruler for that, and calls him a swine for letting their land suffer because of it. Neverless, the gang continue, but then, Kersti feels some strange energy coming from one pacticular sandpit. They come near one pit, where two cactuses are present on two sides of it. Sand Guy warns Mario about it, and yet Kersti tells, that maybe it's worth a try, Mario goes through the pit, and suddenly appears to be in some sort of cave. In it, one Tablet Piece is residing, and Kesti explains, that there are two more of it . Nearby is a sand geyser that will take Mario back up to the divide of the sand flow. The flow then descends to the pyramid, where an HP-Up Heart can be found, along with the Comet Piece.
Yoshi Sphinx is located in a mysterious desert area. There will be a mini-mini-boss boss fight against the Amigo Trio - a group, consisting of Sombrero Guy, Maraca Tweeter and Accordion Pidgit. After the battle, Mario continues in a remote platform with a pipe and some Tweeters. This pipe will take Mario to the main quadrant of the sphinx. To the left is a door, and to the right is two blocks guarded by a Tweeter. Mario must enter the door to progress. It takes him to a room with a Dry Bones and two torches on the wall; Mario can hit the torches to light the room, and then sees Sand Guy, who is chasing his Ostro. He falls, and literally wants to curse everything, but then sees Mario, and happily asks him, if he will help him get that "darn" bird. Mario (much to the Kersti's frustation)agrees. Suddenly, Ostro ran through a door on the right of the room, that takes Mario to another room somewhat alike the first one, except on the middle of the wall there is a different pattern. Mario has to hit the shape in the center with his hammer to discover a slot on the wall. He must then enter it to reveal another room with four doors, a Pokey and a Spiny. Other doors reveal some stickers, other one, however, is marked with the lightbulb symbol, revealing a Lightbulb Thing, that converts into the sticker. The right door is hidden behind a beam that leads to a dark room with a passage to the piece of the Sticker Comet, and, luckily, an Ostro. Upon comforting the bird, it lets Mario lead the way, and so, it returns to Sand Guy, who gives Mario a key to the door.
When Mario returns to the dark room, he sees a locked door, and so unlocks it with the key. On that passage, he will be attacked by three Paratroopas. After defeating the three Paratroopas, Mario gains access to the piece of the Sticker Comet, completing the level. Kersti still recommends Mario to check everything, and with that, duo decied to travel to the top of the sphinx After Mario reaches the top, he goes into the end of it's tongue, when suddenly Chomper begins to growl. Kersti questions about it, and then Bowser Jr suddenly appears. He explains his desire to still treasures from the sphinx, and so, the battle begins. His attack pattern is similiar to the previous one, except one fact - now, he can shoot a wet sand, that will, actually, make some stickers complete useless in the battle. He choises to attack the strongest stickers, but Mario can pretty much and the battle with normal or even weak stickers, espesially Jump ones. After defeating him, Mario's Stickers are returned to normal and a tablet piece neccesary to enter Limestone Stadium is obtained, then the tongue retracts, while hearing a very deep, "Yooooshiiiiiiiiii!" swallowing Mario with it.
The Sandshifter Ruins starts with an above ground area with Pokeys, two Spikes and a Sombrero Guy, but not only that. A lone little Cobrat is seen. She reveals, that they wanted to escape the maze, and yet everybody went missing, and now she is panicked as ever! With that in mind, Mario decided to go check on them there. There are several routes for the player to take, but only one leads to the final area. If the player takes the wrong route, they will eventually be taken back to the original area by a Sand Spout. The correct, however, is easy to find if the player is attentive to details - each correct route will be with screaming Cobrat there, so the player must look at the dialog clouds to find them. It's revealed, that each of the Cobrats were put in coffins by Pokeys, and so, with Chomper breaking said coffins, they are freed, and with great grattitude towards Mario (by gifting some helpfull sticker no less) continue their way up ahead to escape the maze. One Cobrat even insists on Mario meeting the royal family, so he would be fanous all over their Sand Kingdom. When the correct route is found the player is taken to a room with several coffins. One of them has a Bat and another two has Shiny POW Blocks. Chomper, however, sniffs something behind the wall. Kersti reccomends trying to break it, and maybe it will reveal endless treasures within!.... Nope, it revealed a Cobrat. Cobrat, who reveals to be the ruler of all Temples, nothing speci -WHAAAT?!
Cobrat is endlessly thankful towards Mario, explaining, that Pokeys have locked many of the residents of their land and granded their own regime over the land. Kersti has million questions, and yet Cobrat decides that it's better everything upon escaping said maze. Mario will then come across a bed of spikes which cannot be crossed. And yet, the prince gets a little bit boastful, as now he can show the true power of the Cobrat Empire! He gets ready, and... cough up a sand. Embaressed, he apologises, but then, succesfully spits out a fireball out of his mouth, and get as confident as ever (with Kersti questioning his position of the prince, which kinda shatters his confidence once again). Still, with the prince becoming a Partner, he can shoot a fireball diagonally, which hits the upper part of the pyramid, and then falls on to the spikes, making a pathway. He repeats the same action two times, and so the gang escapes that room. But they come into even more unpleasant room, as there is a 'river' of flowing sand with Dry Bones and Bone stickers falling down. Mario will need to get across by swimming in the sand, avoiding the Dry Bones (who can be shot with Cobrat's Fireball and so thrown out of the "river" and trying not to fall off the edge or sink. The Comet Piece is then in sight, with the gang being pleased. Mario thanks Cobrat for helping, and yet he thanks him for ketting him join the crew (while also pointing out at the annoying crown-like bug that flies near Mario, almost giving Kersti a meltdown until Mario calms her down) and so, reveals his name to be Fangulion The IIXth, short name - Fang. Upon collecting the Comet Piece, it leads them to Limestone Stadium. Secret Door is removed from this level. Also, the bat Thing is removed too, instead one giant coin appear in the coffin.
Damp Oasis is a little bit different, that in original, with Kersti actually commenting, that they need to remove this sandstorm with something... ANd then the idea strikes her! She explains it to Mario, and so, the crew travel to Sunshine Harbor. There, Mario finds Vacuum, and then paperizes it. They go ot the level, plug it in the outlet (don't ask), and then, Vacuum vacuums the whole level, finally making it nice and clean. Going into oasis, a sad Pianta is found, claiming the area once was lush. Nearby is a dusty, locked house. Placing the Faucet sticker near the pool will revive the oasis. The Pianta then changes into a swimsuit and thanks Mario by unlocking his house. Suddenly, a sound of broken glass is heard, and, by going into the House, the floor seems heavily burned. Pianta seems to be furious, as the burglar stole the Tablet piece, and so, opens an exit door for Mario to deal with him. Mario goes to the other side of oasis, and there, ventures, and some strange, hissing voice begs him to stop. Fang seems to recognise this voice, but cannot be for sure. Mario ventures into oasis, with strange, shadowy figure appearing and then fleeing away. Some zones feature suprise attacks from Tweeters. Some zones also feature ruined walls, with hieroglyphs of Sidesteppers, that can also ambush the team. However, this area has some cracks in the wall that Chomper can break thus being able to go inside some hills. Some areas require Fang's fireballs spat at the torchlights, that, when lighted, open new passages for crew to venture. One area has a secret behind a small dead bush. Fang can aflame it, revealing a place for Secret Door. When placed, will reveal a room with Shaved Ice, which is now used in the battle, but instead for healing Mario and removing negative status effects (such as burning).
Neverless, crew continues, with the voice growing more impatient. Fang literally cannot stop thinking about it, and Kersti cannot help but argue, that they need go on, not just concentrating on that distant voice. But it was not distant, as it screams and land right in front of Mario and crew, shocking everyone. This voice belong to the Triclyde, who has warned the gang to stop meddling around. Fang is shocked upon seeing him, but, trying to show himself more brave that he is, openly states, that he will return the Tablet Piece that belongs to them. The battle starts, with the main target being three heads, each one need to be beaten for battle to end. The lesser heads left, the easier battle becomes. But the main problem is healing - as heads can heal each oother, it's important to defeat them as quick as possible. Hammer is pointless, with Jump being the main tactic of this fight. Ironically, but Fire stickers are pretty good for this battle, as they can give Burning status to Tryclide himself.
The battle is over, Triclyde has fallen. But, something is changing in him. He begins to transform, into... an elderly looking Cobrat? He asks them what happened, Kersti aks the same, but Fang is silent. He then BURSTS into tears, screaming, that he finally found his father. Yup, that Triclyde was a transformed leader of Sssandy Temples, who then hugs his son. He remembers, that when one gigantic Pokey came to their pyramid, everything was flipped over, with Pokeys overwhelming the dunes, and all inhabitants being thrown out of their land for Pokeys to rule. To also prevent problems, some giant turtle alongside old witch have turned him into a brainwashed Triclyde with some sort of Cherry sticker or something. Still, Fang feels more than hyped for destroying the Pokey ruling, and so, the elder Cobrat gives Mario the final Tablet Piece, to finally free the Temples.
Limestone Stadium is a flat desert area with some stairs to a gigantic hole for Paperization. Placing the three Tablet Piece scraps in the hole will reveal the stadium itself, as Mario and Kersti flee in shock. Elder Cobrat questions, if they should fight the Pokeys on their own there, but Fang convinces him, and so Cobrat wishes them good luck. The first floor is a basic area with a few enemies such as Spikes, and the first of the tower's hieroglyphics puzzles. Above the Mural Cobrat are two holes where a Jump sticker must be placed on the left, and a Hammer on the right. If done correctly, the Cobrat will make a noise and lift the door up, allowing access to the elevator and second floor. Second floor is an area with a few quicksand flows. To the right is a flow that leads directly into a spiked wall. Mario must hit the cracked wall with Chompy, and then, with quicksand, go under it. It will reveal a corridor with a few stickers, causing hieroglyphs of Sidestepper and Fighter Fly[1] come to life. Sidestepper hieroglyphs start easy, but after Mario hit them will get angry, and double the damage (at best it can be 4), while Fighter Fly attack by by jumping on plumber, while also changing positions from air to ground, so the best tactic is always attacking it with Jump stickers. The same corridor features Stone Entry scrap, that needed to be placed for third floor's entrance. The third floor goes as always, but with Fang's fireballs being used to reveal the Puzzle Door. Right at the entrance to the fourth floor, there are many Buzzy Beetles guarding the exit. Exiting the elevator room will put Mario in a quicksand-flooded hall. Taking the first walkway out to the tower's balcony will take Mario to a Sombrero Guy and another mini-Luigi, with him explaining, that while trying to save the princess, he completely by accident became several feet undeground, while giving Mario some Jewels. Back in the hallway, walking more left will reveal a hill of sand. Walking behind it will reveal a damaged wall, with chompy turning it into a hole that can be walked through to reveal the rest of the floor. The next balcony exit has a few enemies and a pipe to the entrance. Re-entering the pipe and going right will reveal an upside-down door that can be pulled off with Paperize. Putting it back into place will make the door spill out some overflowing sand. Back inside the hall, there is an entrance to the fifth floor that was previously blocked by quicksand.
The fifth floor is a very basic floor - it is a simple hallway with the final puzzle gate. Any Flower sticker must be placed on the left, and a POW Block should be placed on the right. The Cobrat will reveal the final elevator room, with a Heart Block and Save Block available. Taking the elevator will put Mario at "home plate" in the stadium, where the Royal Sticker can be found resting. Approaching it will reveal the boss of this chapter - Was-Pokey, which also summons an audience in the background, containing all the hyerogliph folks! It's a giant green Pokey, with cat-like grin. Royal Sticker sit on top of it. Fang and Kersti demands him to return the Sticker, but suddenly, said Pokey grows two giant carton arms out of it's body, with cat-like paws! The battle Begins, with the main objective being the head of Was-Pokey. But it can't be reached, so Mario needs to depend on ground Stickers. Fireflower, Watergun and Fang's fireballs can REALLY help by attacking Pokey's whiskers, which makes him cry and cover his head, thus skipping his paws attacks. About his paws, thought, as they can be pretty dangerous if not taken care of, as not only they can trash Mario up, but his partners as well, making them useless for a turn. Also, if his head is not defeated immediatly, he may pretty much grow his body back, regaining health for each piece (not the head, however, as it's stays damaged if damaged). After truly exhausting battle, Was-Pokey is defeated at last, with the comical animation of him turning into a completely normal Pokey looks furiously at the gang, then blinks, and then scatters away. Kersti can't decide if it was a thank or a treat. With that, Fang is truly happy, as the Temples are freed from the terror. Still, he asks Mario, if he still can tag along, as he really wants to help Mario overcome his adventures, while also feeling, that he must be strong and powerful for his people, and Mario agrees because of his big, goomba-stomping heart (Kersti again jokes about bity hot-head, with Fang trying to bite her for revenge, with Chomper's playful copying of this, much to Kesti's frustation. Second Royal Sticker's spark went to the album, just like the first one, and with that, the gang ventures into another, no-less interesting chapter of their venture.
For a long time, Cobrats were the inhabitants of the sands, with good relationship wit the Royal family. After the eincident, Cobrats were with no leader, until one Cobrat became their leader, leading their land to true potential. And yet, this potential was ruined, with Kammy Koopa giving the Royal Sticker to one poor Pokey, who just wanted to have something new in his life, corrupting him, and then, corrupting their own leader. With Pokeys invading Cobrat's land, the ancient Stadium, that was a home for leader's family, was buried underneath sands, to prevent so-called heroes from trascending further. Yet, Cobrat's prince was not the one to give up, unsuccsesfully fighting the Pokey king, at least, not until meeting an italian individual...
World 3 - Bemusing Woodlands[]
Clip Guys are replaced with the first appearance of Cleft in the new era of PM. This foe camouflages itself as normal rocks, but rise and attack Mario on sight. They are completely immune to fire attacks, and can damage Mario if a simple Jump Stickers are used (thought they are not immune to Flashy and Megaflash ones). The best tactic against them are Hammers and Chomper, and some stickers, that allow to jump on spiked enemies. With Quake Hammer present, Mario can flip him on his spine, thus being able to safely jump on an enemy. Paint Guys are also replaced with usual Bloopers.
Leaflitter Path is fused with The Bafflewood. Itbegins with an entrance to the forest. A Shy Guy and a Snifit can be found patroling here. After entering the forest itself, the Mario encounters a sleeping Wiggler blocking the path. By using the Trumpet Thing Sticker, the Wiggler awakens, explaining that he is there because he had eaten so much; he had come out near the entrance to the forest because the rest of it has been covered in poison; he begins to lead them to his house to continue the discussion. It msut be said, that Wiggler has more body parts that in original, and, instead of his segments runnin away, new just spawn on the map, showing the location of all parts. Mario, also, can have as many segmeents as 5 at the same time, after which he must give it to Wiggler. As they move further into the forest, however, Wiggler is snatched by a shiny tentacle. Continuing on through the forest, the player must cross gaps of poisonous water using planks on the land, with different snifits across the area. Near the end of the level, a pair of Boomerang Bros. toss their boomerangs as Mario attempts to cross poisonous water on a platform. After crossing, he must defeat them in order to advance, with them serving as the miniboss, commenting about the price Bowser has for Mario's presence. Comet Piece for this level is found right after them. Next segment is different, however, actually mixing Bafflewood's labyrinth with this particular level. First is the gameplay changes - if you pull up the usual sticker from the sign, it will break and the sticker will be lost. However, if you placed a Shiny, Flashy or Megaflashsticker on it, it will simply fall, giving you an option to pick it up again. The final room doesn't has five separate ways, instead opting to just three. The right path, however, is marked with something unusual. For example, the third room features glowing eyes looking at the right path, to make things far more easier for the player. There are now only three rooms, too, for it to be less frustating. The final true path holds one Comet Piece in the end. After dealing with boss, an Upgrade Block can be achieved in the middle, right in the first room of the labyrinth. After Kamek splits Wiggler into segments, one segment hides in the middle of it, too. Meditating Ninji stands near the entrance and tells Mario "something yellow and round passed by here". Mario must travel to the alternate path of the labyrinth to find it in the area with the many stickers. After it spots Mario, it runs into a fence and knocks itself out, revealing a new path. If Mario approaches the segment, it will follow Mario. Here, Mario eventually finds Bowling Ball, too. Also, the secret door in the labyrinth is removed, instead appearing in the Gauntlet Pond.
Wiggler's Tree House is pretty much the same, but with a difference that, of course, it's Kammy who separated Wiggler to stop our heroes from goind forward. Some lines of dialogue are changed, so Kersti seems pretty dissapointed at the fact, that Mario decided to help Wiggler so quickly, telling him to finally grow up and understand the main mission! Chomper visibly growls while Fang seems to be pretty dissapointing at her for this matter. However, because everyone decide to, kersti, unwillingly, joins protagonist's mission to help him retrieve his body.
Strike Lake is fused with Loop Loop River. Mario starts in a straight pathway through the forest with small poison pools on the ground, and a Snifit, who tries to run away. This pathway takes Mario to a more open area with a few trees, a ? Block and, suddenly, a Ninji, who jumps out of the said trees. Ninji's are changed a little bit. Their presence in levels are significantly decreased. Second Thing (literally) - Kersti comments, that they must indeed use a Bowling Bll for the pins, but she thinks they will find it near other levels . There are still Ninjis hiding in the trees and the Wiggler Segment of this level can be seen hiding in one of the trees, and Mario must hit the tree with his hammer to drop the Wiggler Segment, causing it to run away. Progressing through the level, Mario reaches an area with a huge tree trunk blocking the way. Mario, actually, must complete a mini-game, in which, he must Ground Pound the rising roots out of the ground, and for succesful attempt, the trunk will rise a little bit, giving Mario a change to run through it. If the minigame failed, Gonzales must redo the whole minigame at once, as the trunk will simply fall again. In the other side of the trunk, Mario finds a few trees with stickers on them, as well as a Heart Block. Mario ends up in an open area with a few plains with fences, and the Comet Piece in the one of the plains. Mario eventually finds the Wiggler Segment, hiding in one of the bushes, which joins the party, if you hit the bush with Hammre. Kersti immediately scolds the segment for running away, making it visibly upset. Still, she comments that she feels a Comet energy somewhere, suggesting Mario to return to the location earlier. Mario happens to be near the trunk, but, instead of goind to the left, he goes below the trunk location, finding a whole poisonious river beneath. Before everything. however, a small cutscene is occuring, in which one Ninji is reporting to someone about Mario's presence. The other one orders for them to get ready, as Mario is far from easiest prey to catch.
On other side of river, instead of the door, however, a cracky-crack in the wall is presented, which Chomper completely annihilates. it also doesn't have a Comet Piece. It opens an open area with a single Ninji and a small tree. Mario must hit this tree with his hammer to cause the only leaf of the tree to fall off, allowing him to use it as a moving platform across the poison river, which rides at the other side of the first part of the level. Having arrived at the underground area, Mario reaches the inside of the cavern through the left door, he must jump from the leaf, and land on platform (that is lowered a bit). Mario finds a rack-crack located on a platform with two ? Blocks and a Brick Block, amking Chomper's presence once again a gift. By heading through this door (which is the flat piece of earth, not habing staircases), Mario finds the Wiggler Segment, who is sleeping on the ledge of the platform, covered in small Butterflies. When Mario approaches the segment, it wakes up and engages a battle with Mario. It, however, starts to dodge attacks ONLY after half of it's health is depleted, but not all attacks whatsoever. After defeating the segment, Kersti yells at it, causing it to feel bad for its behavior and join Mario. Fang critisizes Kersti for such rude behaviour, but she critisizes them for agreeing to help the poor Wiggler out, especially when they have a far more "important" mission to achieve. Fang recites his father's words, that if you will concentrate only on your own wishes and desires and completely ignore other's problems, not even lending a hand to help, then you will be lonelier that a cactus in a desert. Kersti silently goes back to album, while Mario collects another Comet Piece on the platform. After Gooper Blooper's defeat, the river will no longer be poisoned, and friendly Ninjis appear in the place of some Snifits, commenting on the forest finally getting cleran after all the poison dissapearing. Some of them even wonder, why they attacked Mario in the first place, kind of apologising for thatt.
While having a secret exit available, Wiggler Segment now won't be able to hit the Bowling Ball away, instead, a having a cutscene when, upon intervening, it itself got hit by the Ball and literally knock down all the pins itself, feeling crumpled afterwards. Also, to get a Tree Stump, Mario actually has to destroy a rotten tree with Fang's fireballs at the beggining of the level. If Mario travels to that location with the leaf, instead of traveling into the cavern where Wiggler Segment resided, he can jump into one of the little caves with a door on the left, which will give Mario a way to go upwards, where the now burned tree have turned into a bridge-lie structure, that will lead to the platform with a Tree Stump is (which is literally beneath the level's beggining), but it will also lead the gang further underground. After one enemy's defeat, shiny Comet Piece is waiting for them on the platform in the end of this area, with mario collecting two of them through the level.
Rustle Burrow's beggining is mixed with Outlook Point, but, instead of Toads, there reside Gearmos,one of which points at the ship, that is spilling the poison out. He also warns Mario about so-called Ninji Clan, and that their leader wants to take Mario he... itself. Kersti asks, how did he knows about it, but Gearmo just constantly repeat words "Clean...Clean" without any answers. The beggining also features the pipe right down to Decalburg's Shop. The Secret Door place is removed completely, as the Hook is pointless for right now. After that, Mario goes forward. Mario comes here looking for a Wiggler Segment. The segment will walk onto a Scuttlebug web. However, the weight of the segment is too much for the web and it breaks, leaving Mario to jump in. The first time Mario goes down, he falls down a passage way with many cobwebs which causes him to lose all his stickers, Kersti, and his hammer. This level contains many Scuttlebugs (who in battle now behave like Pider, even hanging out on the web). Flipbugs, however, also return. This bugs will run from battle as soon as possible, heavily sweating at the same time. They will be knocked upwards by any attack whatsoever, making them quite a pathetic foe. They even run away from Mario in the overworld! However, if Mario performs the First Strike, they will suddenly go bonkers, starting flying back and forth, giving a significant damage to Gonzales, making him pay for his overcoinfidence. If you survive the attack, they will return to their normal behaviour.
Mario finds his album, laying on the ground. It remained intact, althought some (not all actually) stickers are laying on the ground, concluding Mario to pick them up. After walking for a little while, he sees the Wiggler Segment trapped behind a web. The Sticker Comet Piece is also trapped behind a web. He can find his hammer on a cliff but he needs to find Kersti first so he can Paperize. Before room with Kersti, suddenly, a giant Scuttlebug attacks.... not until he gets kicked by no other than Bugaboom! His fight is truly different. Because Mario can't use a Hammer, the most common attack way is Jump. While on earth, all the ground attacks work on him. After depleting half of his health, he starts to fly, making all of the ground attacks completely pointless. Afterwards, he gets red, and starts attacking more painfully and faster than usual. Nonetheless, the crew beats him completely. Mario, eventually, finds her, and frees her by Ground Pound. It starts like the original, with her emotional yelling, but then, the script changes...
"Laying here, in that giant sad web, made me rethink some of my actions... Mario, you had nothing to do with this conflict. Absence of the Sticker Comet and Royal Stickers would not affect you in the slightest, you could have just went home and be happy... but you stayed, You, despite all of the dangers and life-threating situations, decided to land a hand to the stranger, for someone else's well-being... just like Chomper and Fang. Uh, but me... I treated you like objects, not realising, that without your kindness and generousity, I would be helpless and alone throughout the way. I am truly nothing without you, I'm sorry"
She asks Mario, if he wants to abandon all of it, and that she would undertsand it...but Mario stays. Just like Chomper and Fang. Latter comments, that now, it would be truly stupid to back away from their mission, bringing Kersti to almost tears, as she thanks the team. She notices, though, that Mario lacks his Hammer, and encourages him to find it together. Once the Wiggler Segment's web prison is hammered, the Segment will join Mario. Mario goes forward in an area with a poisonous pond that circles a platform. The other Tree Stump at the at the top of a high platform right near the start of the level, right behind the Wiggler Segment. The Wiggler Segment can be found stuck in a web at the top of this platform, but it is too high for Mario to reach with his basic jump. To reach the segment, Mario must head right through the pathway, while battling Ninjis, Flipbugs and a single Cleft in the poison pool. There are a few ? Blocks in this area. Suddenly, a smoke bomb is activated, and someone heavily suggests Mario from goind forward in his quest. Smoke clears, and Kesrti questions about what even happened here. By heading to the right, Mario is taken to an area with a giant web on the floor, and two Snifits underneath it. There is also a secret poison hot spring in this area, with two Snifits in it. Located next to this poison hot spring is a giant tree with branches that serve as platforms. Now, Mario must head left, until he eventually finds another giant web. He must now Ground Pound enough times to destroy the web, opening access to a branch that takes Mario to the segment. By following the branches on the giant trees, Mario eventually finds the Wiggler Segment, and releases it by hitting the web with his hammer a few times. After doing this, the Wiggler Segment reveals itself, and joins Mario. The Comet Piece can be found after taking a passage located behind a bush in the area with the poison hot spring. Before that passage, one cutscene occured, with Ninji in shadow seeming frustating, that her warning have not changed anything, fearing of what will come next from Koopa Troop.
Gauntlet Pond is the same as the original, thought sometimes Fang is required to burn down the rop, that are holding the platforms, so the can swing for Mario to step on it. Chomper even gets excited about all the jumping activity, with Fang feeling downright tired of it, with Kersti lightheartidly saying, that that's why she loves being a fairy so much, to just fly around freely... but then remembers that she is always inside the Album, so remarks that she need to have far more active life from now on (while still staying in the album almost all the time, which Fang wants to pint out, but then decides to be quiet). The Sponge is, also, removed, as it's not necessary to defeat World's boss. Instead, a Violin is seemingly stuck inside the ground, and if Mario Ground pounds it, he will acces the Violin as the Thing. Mario can use this star to reach the next area, where he finds the Wiggler Segment stuck on a piece of a tree trunk, floating in the poison. Mario needs to jump on the tree trunk and pull the segment off, releasing it. After the Wiggler Segment joins Mario, he must collect the Comet Piece, using the swinging platforms to reach it. Before that, suddenly, a purple Ninji appears. She calls herself Jitsu, and forbids Mario to go further. She cuts the ropes, that hed the platforms, and the team falls on the lake with that, while also dissapearing in a smoke... alongside Comet Piece.. Kersti is furious bout it, but quickly pulls herself together, and thinks about alternative way of finding said sticker. She. however, feels a strange energy from the way forward. Mario jumps from fallen platform to other, previously unnacessible part of a level. The next area is nothing but a forest and a stump. Mario falls into the pit, however, and...
WELCOME TO "SNIFIT OR WHIFIT"!!!
Of course, the game show is kept in the level, aside from a fer differences. Mario gets the Segment after the game, but he can infinitely play the level over and over, instead of it being simply over after the two rounds. Also, the host gives Mario an Upgrade Block, which was completely invinsible at first, but soon reveals itself, instead of HP Heart. After winning, something else happens. Mario and co. goes upwards again, but now, they see a different playout occuring in the bushes. Jitsu, seemingly, in complete panick, and is revealed to be talking with Bowser Jr and Kammy. Jr. tells, that he thinks Ninji's services are pointless now, as Mario still made through the forest, Jitsu tries to reason, but Junior casually ramps his Clown Car on her, saying that he heard enough of chit-chat. He soons spots Mario, and gets really excited about beating Mario up, until getting a call from Bowser. Junior hears that, don't understand a single word except "retaliate expeditiously". He complains, that his dad started to talk all that fancy after getting the crown, thinking that he is playing as a Noble or something. Yet, he orders Kammy to take care of Mario, not before cackling and stealing something from laying Jitsu. She comes to senses, and, realising what happens, tries to jump on Clown Car, but Jr. already got away, as she falls face to earth, and curses entire Koopa Clan. Kammy, looking all of this, gets teary because of how much Junior has grown up, but then remembers her important mission of destroying Mario, oh well. Her battle consists of turning the Stickers into Sandals. Not only that, but she can dodge some of attacks, and send various effect to the team (sometimes giving a positive ones, which shocks even her). In the middle of the fight, Jitsu constanly jumps on her head, ordering Mario to finish her off, which he does. After the battle, Kammy curses Mario and Jitsu, and happily exclaims, that Bowser already has everything set up, yet she wonders where in the Shiny Koopa's name has he ever learnt how to speak a proper language. She flies away, and Jitsu apologizes for everything. She explains, that the poison has fully invaded their forest, polluting trees and killing the wildlife here. Bowser promised, that he will take care of this problem if Mario would be defeated, but she realised, that he only used their whole Ninji clan for his benefit. Kersti says that it's alright, especially with her realising her mistake. She also promises, that they will take care of this problem themselves. Jitsu is overjoyed to hear that, and happily exclaims, that they are very welcome at the forest. She mentions, that she also own the Dojo at the Decalburg, so they can come whenever they want. She wants to quit, but remembers something, and dissapears in the smoke. When the smoke clears, however, she lefts a single Comet Piece, waiting for Mario's working hands to grab it, ending the whole level.
Holey Thicket is missing, instead the crew goes straight to Whitecap Beach. Difference is that Wiggler Segment immediatly spawns at Sunshine Harbor, with no need to go to Thicket at first to see it. After enraged poison Segment's fight, he gives up and joins Mario. With all the segments connected, Wiggler is able to help Mario cross the poison to deliver him straight to the source of the pollution. Somewhere during the road, little Luigi is residing, almost crying that he stucked on this stupid rock because of the polluted water. He thanks Mario, and leaves him some Jewels. After a little bit of platforming, Mario is able to go to the end, where hee meets the true source of Woodland's problems. A gigantic Gooper Blooper rises from water, with an annoying Royal Sticker on top of it. He, however, suddenly speaks, telling the gang to "stop their futile attempts of trying to cut the strings of fate, that has loomed over them, with no chance of escaping". Kersti orders him to cut off this fancy-schmancy talk and to finally mean bussiness, that enrages Blooper. And enrages indeed, as he turns from purple to completely blue, with of course jokingly exclaiming if plumber feels blue too about bearing the fate of the Decalburg. Despite that, Mario gets ready to shut him and not allow a single drop of poison from his mouth anymore! The main attack method oh him is to hit the two of his front tentacles, which would be crumpled and so inable to fight, making the fight bearable, as before they will actually cover Blooper's head if trying to damage it. If two tentacles are crumpled, player can attack the head, but for short limit of turns, as the tentacles will uncrumple themselves after some time. Gooper can also shoot ink out if his mouth, that can poison Mario (though Mario can unmake this status if a proper sticker is used for that, or even if Mario defence is up). One of the most terryfying attack os the Ink Blast, which will take Gooper a whole turn to charge, but that will in return almost destroy half of Mario's HP. To prevent this, kersti advises Mario to damage octopus's mouth, which works really well, as the boss just spits the ink on himself, making him unable to see. With everything he needs to do, Mario defeats the Blooper, who promplty turns into an ordinary Blooper, who annoyingly promises, that he will not bother the forest again. With this, poison completely drains from the forest, and finally, Mario gains another Sticker of Royalty to boost. Yet, will our heroes be ready to face another, far more dangerous foe next?
Quiet, peacefull woodlands were the home for Ninji clan fron many years to come. Nearby, a quiet ocean was full of joyful Bloopers. All, but one, who always wanted to see what is happening in the woodlands. He always watched from a far, but the more time passed, the more jealous he became. he thought that he deserved to live in such a mysterious place, not some strange Ninjis! His wis has been granted by the worst way possible, as the Royal Sticker landed on small Blooper, turning him into the Gooper, who managed to fill the whole forest with the poison. Poor Ninjis were left with their ruined home, and yet one dragon gave them a deal to help out. At the same time, a small Wiggler became so hungry he thought that maybe sleeping will cure him of it...
Sunshine Harbor's Mid-Story[]
Surfshine Harbor is available to enter when Mario first unrolls Decalburg. Here, there is a warehouse with a strangely positioned door. It can be re-placed with Paperize. Once in, Mario can go out the back door and around to get to a secret area with the Vacuum and.
While Mario and Kersti are hunting for the Wiggler Segments, the last one which is covered in poison and spills all over the place attempts to use the boat to reach the island where the poison is coming from, but the Toad who owns the boat stops it from doing so. Mario then departs with the segment.
Mario and Kersti once again travel here when the first three Royal Stickers are collected. T9hey find the boat there is broken. Mario must travel down to the basement of the middle warehouse to find it is pitch-dark. A Lightbulb must be placed via Paperize to brighten the room to reveal a sleeping Toad and the Ship Wheel scrap. The scrap can then be placed on the boat and cause the Toad to rush in and attempt to get the boat running. However, the boat does not budge, and Mario discovers it is still tied to a stake. Cutting the rope with Chomper's teeth enables the Toad to move the boat out of the harbor.
Suddenly, Guppy attacks the ship, with the demand of 1000 gold coins, and they may go. Toad Captain tries to attack him, and get swoop away. Kersti hints Mario that they must "KNOCK HIM OUT IMMEDIATELY... pretty please?".
THe battle with him is mostly identical to the original Big Cheep-Cheep battle, but he won't go underwater, so won't be problem for Mario.... However, it's not the end for him, as he hints, that he may appear at chill place someday, and if he meets Mario, it won't end good for mustachied fella (there, Guppy will appear as the miniboss in the first world Mario chooses, and he will ONLY appear either in Frosty Resort or Magma Jungles.
After that, Toad Captain welcomes Mario aboard, and so, the passage to other Worlds after the third one.
World 4 - Frosty Resort[]
Snow Rise starts out on a dock and a teal grass island, followed by the actual level covered by a blanket of snow. In the next room is a hill that can be climbed up to reveal a tree that resembles an ice cream cone. Using Paperize here and placing a Fire Flower or a Burnhammer in the tree will melt the snow to reveal the "Pipe in a Cave" scrap. This level also reintroduces Hyper Goomba, that replace original Goomba here, and that can power themselves up to deal a significant damage. The next room is the massive central slope. Upon entering, a scene changes to Cooligans, with one commenting, that he sees that "mustache fool", and then commanding everyone to slide down. There, they will obviosly slide down, trying to damage Mario. Past the hill is a steep slope patrolled by Snow Spikes. To the right are two hills that lead both up and down. The down path takes Mario to a leveled, out-of-reach hollow where the Pipe in a Cave scrap can be placed, along with a hidden block with a Shiny Eekhammer. The upper path leads to a snow pile that can be jumped through to fall down into the leveled hollow, enabling entrance to the pipe.
The pipe takes Mario to the secret exit, unlocking Whiteout Valley. Going further up will take Mario to a cave entrance that leads to a peak with a tree. Whacking this tree three times will cause Birdo to appear on a swing and toss the Goat item down to the peak from a faraway mountain. The left path of the steep slope leads to a cave with a few shiny stickers and a pathway to the upper part of the central slope. Here, Kersti suggests that The Radiator Thing sticker can be placed on the pedestal right there to melt the mountain, revealing an entrance to the mountain climb. Going further left will take Mario to the ice cream cone tree, allowing the Pipe in a Cave scrap to be collected. Back at the upper slope, the newly revealed passage can be entered to find a mountain guarded by more Snow Spikes, except this time, Shiny Goombas will jump on top of their snowballs and ride down them in an attempt to deal more damage to Mario. Going all the way up the mountain will lead to the Comet Piece and Ice Flow.
Ice Flow has two very long frozen rivers, with a cave with a mountain climb inside following the first river, and a mountain with the Comet Piece. On the first river, collecting 100 coins (from the coins that slide down) causes a Big 1-UP sticker to slide down. On the second river, collecting another 100 coins gives a Big Shiny 1-UP sticker. Sometimes, Mario uses Chomper to break strange ice on the river, as it makes the path thin, and Cooligans can only go through the open space, so the ice must be shattered to not block the pathway
In the area with the Comet Piece, a sudden ambush happens, where Cooligans catch our company. One of them finally feels relief, and plans to exchange the company to Bowser to free their land. Kersti, shocked, calls them cold-hearted hooligans! He brushes off about cold heart, but hooligans? THEY ARE COOLIGANS! He gets ready to punish the fairy, when suddenly, another Cooligan calls him out... Cooligan with no sunglases. The cruel Cooligan is visibly scared, and demands answer about why they should just let it go? The other explains, that Bowser only plays by his rules, and they сannot assure that Bowser will return everything to normal. Cruel Cooligan runs off furious after that statement, and other Cooligan commands pthers to untie the gang. Kersti asks what the hoohoo is goind on there. Cooligan presents himself as Icy, and that the whole resort became under Koopa Troop management as soon as the strange "spark". Kersti explains, that it was the Ruyal Sticker, so Icy grows more interested. He then comments, that, amybe, he can help Mario onto his way of obtaining said sticker. Despite that, he openly states, that this doesn't make him or Cooligans allies of Mario forever, as it's only business. Kersti sarcastically states, that his name is truly suitable for him, much to Icy's annoyance. Mario must use Icy's power of sliding, to get through the ice spikes on the floor to the other side of said cave. In the cave there lay a Flashy Slaphammer and Secret Door Sticker on the wall of a cliff. In order to get the stickers, Mario must first jump below them to reveal three Hidden Blocks, then use the Hammer to the right of the Comet Piece, revealing another trail of five Hidden Blocks. After this, he can jump to the first set of blocks to obtain the stickers. Both Hidden Block clusters are indicated by blue wilting flowers. Upon reentering the level with Icy, he will also comment, that his Cooligans are so angry they are just bumping onto everything (with Kersti theorizing it may be sunglasses problem instead, which makes Icy unironically think).
Enigmansion stays the same, but with a few changes: the stuart is now a Flurry, who runs out of the mansion and stumbles up on the ground, commenting, that the ghosts invaded the mansion, and asks Mario to trap the boos into the book and placing it into mansion's basement. Everything wents the same, although some locations require Icy's sliding to get through spikes on the ground, as the floor above them has dissapeared. Stuart flurry explains, that it was the boo's handiwork, though even he doesn't know why there were spikes in the first place. When Mario collects all the books, he comes to the basement, when Kammy Koopa reveals herself, and exclaims, that she didn't thought Mario will collect all the boos she released from the Book of Sealing. She releases them, they transform into Boolossus, and, with Kammy breaking the fourth wall and commenting that she needs to finally sleep after all of this, she fleds the scene. The crew defeats Boolossus and returns the Boos to the book, afterwards steward asks Mario to come to the left room of the mansion. Once Mario arrives, the steward gives Mario a portrait of the Forebear that the stuward inherited the mansion from, which s literally pixelated Flurry sprite from SMB2. Mario then has to paperize to get the portrait scrap to progress to Whiteout Valley. The Comet Piece is outside once Boolossus is defeated. There is a secret door that leads to the left side of Decalburg, near the shop where the Shady Toad sells things. Once the portrait is taken to Whiteout Valley, the forebear in the portrait comes alive, still being a literal pixel sprite, and lets Mario go up a ski-lift. If Mario decides to revisit the Enigmansion after releasing the forebear from the portrait, the forebear is shown to have regained ownership of the mansion and has made the previous steward his servant. The forebear asks Mario to lounge with him while he drinks tea and remarks on how he reminisce about the times when everything wasn't so clean and polished like nowadays. Afterwards, the steward comes in with a tray of tea and gives Mario a Flashy sticker. Cake Thing also restores full HP upon blowing all the candles. The game also tells that you need to blow in the mic to blow the candles.
Shaved-Ice Cave is combined with Whiteout Valley. First zone features a grumpy Pidgit, who pretty much hates the fact that he came to this place at this time of the year. He has the pipe inside the cave, which leads to his own shop in Decalburg. His carpet is, indeed, inside a giant ice cube, with grumpy bird sitting on top of it. He also warns Mario about some strange rumbling inside the water in the Valley, but Icy, for some reason, feels that he already knows the answer about what's happening... Next room at the right starts in a small snowy area that leads Mario into an icy cave. An Ice Bro and a Shiny Tweeter wander around this cave. At the right end of the cave, there is a Heart Block and an Save Block The exit of the cave is blocked off by a void, which is shaped to match the Forebear's Portrait scrap obtained in the prior level, The Enigmansion. There is a ski lift beyond the exit, but it is non-functional. Using Paperize to fill the void with the Forebear's Portrait causes the sepia coloring of the scrap, excluding the forebear in pixelated form, to fade into normal colors. The forebear performs a safety check and activates the ski lift, allowing Mario to take the lift upward. While on the chairlift, enemies attempt to attack Mario. If Mario comes in contact with an enemy or an attack, he must fight the enemy before continuing. These battles occur on top of the rope holding up the lift. Outside of battle, there are some hearts and coins on said rope that Mario can collect.
The first area on the lift takes Mario up a snowy mountainside. It contains coins, Ice Bros., and Clefts. The second area goes through a cave with larger groups of Clefts. The third area is similar to the first, but Shiny Paragoombas replace the Clefts. At the end of the last area, Luigi is taking the lift down the mountain. As usual, he can be pulled off via Paperization. He doesn't even making excuses now, openly admitting that he thought ski lifts were really fun. Then, he realises that the lift is taking him to the Enigmansion, and cowardly run away... not before giving Mario Jewels to boot.
The ski lift ends on a spire with small spiral blue staircase. The stairs lead up to a raised platform with the Comet Piece. Once Mario reaches the this area and hops off the lift, the ski lift ceases functioning. But, not only this is the main problem now. Suddenly, that nasty Guppy rises through the ice RIGHT the moment group appears upstairs, destroying some stairs, and with delight in his voice tells Mario, that they meet again (if Mario chose this World instead of Magma Jungles). However, he spots another familiar face. Icy suddenly get furious upon seeing that orca's smile, as he proclaims, that he finally met his most hateful enemy. Suddenly, it gets revealed that said Guppy had terrorised Cooligans long time ago, and stil continues to this day. Kersti cannot choose, if she supports immoral orca or immoral penguins, but Guppy happily proclaims, that he pump that bald penguin to the ground, and so, another mini-boss fight begins.
It operates the same way, except this time, at one point, Guppy will go underwater, thus making all attacks seems pointless... pointless, except for Icy, that can freeze said water with ice Flavour (or his other attacks with ice), and thus, Guppy will emerge, crying and completely frozen, given the crew opportunity to land a hit of gigantic bully. Upon defeat, Guppy goes underwater... not before spitting Cooligan. The same Cooligan who wanted to give the team to Bowser. He appers shivering, but is happy to see Icy. Icy demands answer to why he thought fighting Guppy will be a good idea, with the answer being that he wanted to impress the crew. He's also really suprised that Icy is working with Mario, but the latter explains, that Bowser will not stop with mario, and they need to work together to defeat them. Cooligan, while still not really trusting, still gives Mario an advice about weakness of the foe he will meet next. After that, he escapes the cave, and Mario grabs long-awaited Comet Piece.
Bizzarre Blizzard Fort is structured similarly to a ride at an amusement park, the ride itself being a mine cart ride is popular with Shy Guys. When Mario enters, there are two lines: the regular line, which if traversed Mario must wait in a continuously replenishing line of Shy Guys; and the priority line, that can only be used if Mario has a Secret Door. The priority line contains no Shy Guys.
While traversing the main line, there is a pair of Shy Guys bullying a Toad. Speaking to the group results in the Toad stating that the Shy Guys are attempting to sell him a priority ticket for 100 coins; if Mario pays or defeats the Shy Guys, he obtains a Secret Door sticker. The two Shy Guys are colored black, and act as a sort of mini-boss, as they attack by cloning and have 240 HP.
As Mario rides along the mine cart, many parts of the ride are missing or misplaced, and skillful use of Paperization is required to progress. Should Mario fail to correctly set up a room while he is riding, he will have to restart the room, or can optionally restart the entire ride. Also, here, the Sewing Scissors Thing is replaced with Needle Thing, which, while similiar, can actually bind enemies, making them stunned for few turns.
At the end of the ride, Mario exits through the mouth of a massive statue of Bowser made out of snow. Afterward, the statue comes to life, and Mario must face it in battle. Icy feels, that his ice attacks won't do anything about this goliath, Icy tries to do something, but got crushed, so he must work with the crew to tale him down (here, he can be used to bump into the Blizzard, but that's it, no ice attacks). Fang is the best option here, as his dowright burns through hin like fire through ice... oh, right. Wearing it down reveals that the statue is actually a Mr. Blizzard named Mizzter Blizzard. After the battle, the Mr. Blizzard reveals that all it wanted was a never-melting body before melting away, allowing Mario and Kersti to obtain the fourth Royal Sticker. Kersti feels creeped out by the amount of simple creatures being mind-screwed by Royal Stickers, with Fang feeling furious, that Bowser, as king, will allow his subordinate's will to be damned with so much power. Mario remarks, that this doesn't look like Bowser's tactics at all, to which icy openly states, that something far more shady is happening behind the scenes of Decalburg. He decide to help Mario to the ned, and also because he feels he must tell Bowser some not-so-nice words in return. Mario gains the fourth Royal Sticker, ending the cold time of their adventure, and going to more and more dangerous places. What will our heroes face next?
Once upon a freeze, one small, but cheerful snowman. He cherished every day in his life, but one day, something changed. The winter ended, and with it, the previous breezing nature too. The sun came, melting the snowman, who was scared like no other. He wanted to be a little longer, to truly enjoy the life at the fullest. As he became the puddle, the Royal Sticker fell on it, resulting in the snowman's madness, as he started to summon blizzard everywhere at the resort. with Bowser's minions taking a chance at conquering it. Several Cooligans were oppressing this idea, however, regularly fighting for their own land.
World 5 - Magma Jungles[]
Spear Guy Jungle is mostly the same, but with some areas that require Icy's slide, because of the ground spikes, that's it. Tailor Shears are changed to Torx Screwdriver, which makes less damage when slicing through line, but then spins the last enemy much faster, with actually dealing more damage. At the start, Icy may say that he is literally suffering with so much heat at that place, saying that he should have been to the warm places more often to be able to just remain with that weather. Through the midway, though, heroes can see a little menacing shadow, that is looking at them at the bushes in background, and then quickly flees away. The cameo letters of Goombela and Parakarry are, of course, kept.
Jungle Rapids are combined with Long Fall Falls, while still keeping a former name. in the middle of the level, Mario can save a Traveling Toad, who will grant Mario some Jewels upon saving him from Spear Guys. Laso, the bug, in which the Cheep-Cheep will become faster more and more after completing the level is removed with the patch, as it made the level completely unplayable after some time. Also, the middle of the level actually has a checkpoint, so, if the player dies at the second part of river-travel, he will gladly return there. Chomp Ruins are still accessed with the secret exit, though. Secret Doors are removed, but the Secret Door with Luxurious Bed Thing is absent because it moved to other location
Chomp Ruins starts out with Mario riding on a raft, presumably from the previous level. The raft crashes into a dock, dropping Mario off at the base of the ruins. (When replaying the level, the raft is available and stepping onto it lets Mario leave the stage). In the beginning, one Spear Guy suddenly startles and accidentally bumps into the crew. She apologizes, and then presents herself as Guya, a joyful Dancing Spear Guy. She was AMAZED at how "Mortio" and gang traveled through the jungle all by themselves, and was pleasing for them to accept her into a team. Kersti is skeptical, asking if it's some kind of Shy Guy's plan. She rejects this concern, as she is visibly frustated at her clan for treating her as a weirdo. And for what? For her unimaginable skill at dancing!... Kersti is really puzzled about all of this, but, decides that she may somehow, but be helpful for a group (Mario can decline her offer, but he would need her otherwise, so he still invites her to their party).
There, in the area, are some stairs with Bomps hidden in the walls that can knock down Mario to a lower level patrolled by Spear Guys. Mario, actually, needs to go higher and higher with those stairs. This area is also heavily extended, in that he must carefully go through or jump over Bomps, as they have no personal space and will gladly send Mario to the lower floor. There, where Spear Guy remains, is a Hidden Door, however (removing it from the second floor). But some stairs are, and we mean it, completely ruined. Here, Mario needs to use Guya's overworld ability, in which she spins around, while livitating in the air, and can carry mario above small pits with this ability. in the end, there is a door leading to the first section of the ruins. Inside the door is a room with a ramp that can take Mario to a second floor, however, Mario can already get to that floor via stairs outside the room. (Those stairs are guarded by a Hammer Bro) The ramp can be pulled off via Paperize, and it flips over in Mario's album. Paperizing the ramp back into the room makes the ramp lead to a different door, allowing Mario to reach a second room.
At the beginning, there are a few trap doors that can drop Mario down into a lower level should he stand on top of them. (Using the hammer on the trap doors also opens them) The lower level contains a Piranha Plant that Mario may fall on top of. Next to it, however, is hidden Hyper Cleft, that suddenly spawns and attack. It can power himself up. Avoiding the trap doors leads to a vertical saw blade, which slides across the path and up the back wall. Touching the blades inflicts 1 damage, but Mario can pass by safely while the saw is moving upward. Next, Mario finds a set of horizontal saw blades chained to the ground. Hammering the stake nearby allows the blades to move. Mario can go past these blades by allowing the obstacle, but all of them are above a giant hole. Mario, using Guya's spin, can fly over the hole, but ONLY when the blades are out of the way, otherwise he will simply fall into the hole. Next room has the same strategy. After dodging the saw blades, there are some stairs that can be climbed up to get to a higher level. There, some Hyper Clefts await. Some Hidden Blocks can be revealed with the hammer, which allow Mario to jump on top of the third set of saw blades. This set and the previous set of saw blades can be ridden, which takes Mario to a door leading outside.
The exit leads to the waterfall, where some Bowser Tape can be found that reveals a bridge to more steps leading to a higher bridge guarded by Bomps hiding within the waterfall. If Mario is pushed off the bridge by the Bomps, he falls into a lower area where he can quickly climb back up to try again. However, the player must be careful in said area since there are three Spike Tops around, and Mario can easily land on a Spike Top and get hit by the First Strike. After crossing the bridge, there are more steps that lead up to another set of rooms.
On the third floor, the left path is blocked by a pink void and a horizontal set of saw blades. Dropping down from the main path allows more Bowser Tape to be pulled to reveal some stairs. Mario can jump across a set of Bomps before they withdraw into the wall, but if Mario falls he lands on a platform with a Piranha Plant and a Spear Guy. By crossing the Bomps, Mario can reach a door which takes him to a small room with two more Bomps. One of the Bomps is stuck in the wall, but this wall can be pulled out of the level via Paperization. The wall rotates 180 degrees in Mario's album, such that when the wall is put back into the level the Bomp is positioned higher up and allowed to leave the wall. By jumping onto the Bomps, ? Blocks, and Brick Blocks, Mario can reach some higher ground. By exiting the room through the nearby door, Mario is able to pick up Ruin Floor scrap (here, the D-PAD Battery Thing is removed to the other location, while the secret room is absent altogether. That scrap goes into the void in the left path on the third floor, allowing Mario to use the trap door (which can only be activated with the Hammer) on the scrap to drop down to safe ground, allowing the saw blades to be dodged. Mario can exit this floor by climbing some stairs to reach the door. There are two Hammer Bros on the stairs. Once outside, Mario can use a Save Block and a health restoring heart. A raised bridge can be lowered by using the Hammer on the stake attached to it with a chain. The bridge takes Mario across a second waterfall, and a set of stairs leads up to the top of the ruins. There, Mario finds a sleeping Big Chain Chomp. Suddenly, Chomper has a weird reaction to it, and tries to bed Mario into using him in the overworld. After bumping three times in the row, Chomper is able to make the Big Chain-Chomp. It growls, but, upon seeing Chomper, immediatly calms down. Chomper starts to playfully bump, and then to cuddles next with Chomp, which in response cuddles back. Kersti then realises, that it must be his mother. Guya starts singing about the beauty of the nature, but Kersti demands to be quiet, to not ruin such a moment for them, in which Guya apologises. Chomper barks something to mother, Chomp barks at her son, and then, Big Chomp bumps into the wall. This reveals the Comet Piece... that is gobble by Guppy, as he gloats over them, thinking he just forgot their his offence (once again, this encounter only happens if you have chosen this world first instead of Frosty Resort) This time, Guppy complains about the heat of the place, and that it was really difficult to travel through this damned volcano, so he won't hold back his anger with this fight. Indeed, the fight doesn't seems to change... until Mama Chomp comes and strikes the orca, furious at attacking her child. Because of that, he is turned back, and there, Guya can poke his belly to make it REALLY hurt, dealing quite damage. It ends sooner that fight in Resort, and such, with a huge pain in his stomach, he spits the Comet Piece out, and blows up after that. And there, while covered in nasty saliva, Piece of Comet if finally at the hands of the heroes. Secret Door is also a little bit changed location, appearing in the same spot, accesibleby jumping on the ground on the front of the stairs.
Rugged Road starts out in a mountainous area. Passage through the area is blocked by lava geysers. Placing The Refrigerator or any other cold based Thing Sticker on the volcano via Paperize will cause the entire area to freeze, allowing for passage over the now frozen lava geysers, and any Fire Bros in the area will be turned into Ice Bros. Hidden in the small, frozen pool is a chamber with the Turkey. The next area is a large lava pool guarded by Fire Piranhas. Rocky platforms must be jumped over quickly with Guya to avoid being scorched by the lava. After the lava flow, there is a small hole in the wall that can be peeled off via Paperize. After passing through the lava flows, there is an area with two gigantic boulders stacked onto each other. Dropping down from the main path will reveal a boulder that can also be peeled off and replaced by the Mountain Hole scrap. The Mountain Boulder scrap can be placed where the hole once was to allow access to a high platform with a few stickers and the Car Sponge.
The hole can then be passed through to get down to the lower boulder. Using Chomper on the cack in the lower boulder will cause the upper boulder to topple over, creating a bridge on the upper path that leads to a Heart Block and Save Block. The area leads to another area with frozen lava and raining meteors that come straight at Mario. But, just to spice things up, Bowser Jr comes flying. He is visibly frustated at the fact, that Mario managed to go through all his "genius" planning ahead. Junior then presents Mario with his new toy to play - a literal cannon that shoots meteors! He even asks Mario if he thinks it's cool or not. Kersti says it;s a little bit pompous, which triggers Junior, who then triggers the battle.
This mini-boss fight's objective is to destroy the meteor cannon. Mario needs to hot it three times in a row with something heavy for it to break down, but Junior will get in the way. With that, it's better to actually knock him out first, and then attack the cannon, otherwise it will be endless before Junior stomps you and Mario down. Upon defeat, cannon explodes, sending Junior away, who curses that cheapness of said "toy". Mario continues, with baiting the meteors to crash into a certain hole will reveal access to the Bubbling Waters Natural Hot Springs, where the Cracked Boulder scrap can be found. Luigi is also here, now having completely forget to why he is even here. He still rewards Mario with Jewels, by now saying, that he must go on his own, and it's no time to relax. Passing the second lava flow by carefully hopping on the floating rocks will take Mario to the next big boulder stack. Taking the lower path will allow Mario to get to the lower boulder, but this time, there is no crack. Instead, there is nothingness. The Cracked Boulder scrap can be placed here and hammered to drop down the upper boulder right on top of the Comet Piece, smashing it. The boulder can then be peeled off, flipped over, and re-positioned to reveal the Comet Piece.
Final level, Rumble Volcano, starts with Mario outside in a volcanic environment. Reaching a crater, Mario and Kersti jump down inside, landing in the volcano's interior. Just as Kersti is remarking about how amazed she is, Peewee Piranha jumps up and eats her; as such, Mario cannot paperize for the remainder of the level, nor summon her for tips. Additionally, by peeling off some nearby Bowser Tape on a bridge, the bridge does not gain another segment to complete it; instead, the entire platform Mario is on is sent deeper into the volcano. Not too far away is a platform, which at first seems to send Mario to Petey Piranha, but instead rockets him further up. Here, he can see several stickers, Spear Guys and a Big Chain Chomp suspended from chains above. By heading into the nearby room, a molten Big Chain Chomp emerges from the lava, chasing Mario out of the room; in the other room, it eventually hops onto the platform, embedding itself into it, which both knocks out the Chain Chomp and lowers the platform. Same process must be repeated several times, though, there are some changes. Now, Fang must spit fireballs at some rocks to fall for crossing pits, as normal jumping and Gaya won't help there. Mario can also return to previous floors with traveling steam holes (there are plates that mark them). The second Chomp battle begins with Chomper trying to defeat him, but then getting kicked out of the fight (though it's same as before). Also, Chomper can help find out the room with the bowser Tape to free third Big Chomp for it to fall.
Climbing on the platform lowers the player to Peewee Piranha's platform. Immediately after climbing off, there is an HP-Up Heart nearby. Peewee starts talking in, once again, high manner, demanding "your tribe of uncultured and barbaric characters to stop this maniacal following of Royal Stickers"! Guya feels like that nis a compliment because of the "tribe", and starts to feel entusiatic about getting thos "Royool Sackers"! Shiny Peewee get somehow furious, stating, that he may accept insults to his plant collegues, but insult to HIS OWN CREATIONS!.... He then goes completel silent, feeling, that he said too much, Mario and gang is startled, with Fang indeed quiestioning corrupted Peewee's statement. He then gets aflamed by furious plant, as he feels, that it must be the final thing they will ever hear!
His battle is a LOT different than the original. Oh well, he is not even Petey here! Main objective is to attack the posterior part of peewee's body, but, just like Galaxy's variant, it's covered in Egg Shell in the beggining. The crew must destroy it, but, Piranha will bite Mario if he tries to jump on it. Mario can damage his head, for Peewee to cover it with his hands, giving a brilliant opportunity/ After breaking it, though, Peewee suddenly spits some stickers, Kersti, and Piranha Plants's seed, that grew into two nasty piranhas on the ground. Kersti is speechless, and so, grants Mario some Big stickers, for Big stomping on Piranha! Though, sometimes, Peewee can get so furious, that he becomes boiled and cannot be touched orfired upon. With this, Icy is just a Juggernaut against this phase, as his Ice attacks can destroy anything he brings to the table! After defeat, it transfroms into Ptooie. He then comments, that that sticker completely destroyed his perception of the world, and so decides to quetly go away. Kersti apologises to the team about her negligence, with Fang seeming glad that she is okkay. icy, however, is concerned, and retells to her that mindwarped Nipper exclaimed, that Royal Stickers were his creations. Kersti starts to get nervous, and realises, that, maybe, Bowser shares that sophisticated the same way Royal bosses do, thinking, that he might not even feel consciousness, being under someoe's control all the time. Under the control of the person, that may know something aout Royal Stickers that not even kersti knows! Icy calms her dow, exclaiming, that even if this is the case, they must not get nervous and panick. Guya aproves, feeling, that if they visit that "Bovsor"guy, they might find the right information! Feeling relieved because of her team, Kersti is happy to announce, that they collected the fifth Royal Sticker so far! With this, it's time for the pre-final stop of our heroes's adventure. Stop, that will change their whole perspective forever.
A once peaceful paradise was strikened by a powerful volcano blow. The lava overcame nearby area, giving no chance at any flora surviving there.With that, one Nipper Plantfelt hi head first and got stuck inside the said volcano. He wanted to have more chance at surviving in this area,or having the body to escape it altogether. Royal Sticker once again heard it all, transforming the plant into the midnless beast. After that, Piranha Plants overcame every corner of the island, even the volcano, bringing problems not only for Spear Guy's tribe, but also for the whole island flora, as with no proper plants except for Piranha ones, the island has no chance on blooming once again.
World 6 -Sheeny City[]
Before the very start, the area is not accesible.Mario must get every Royal Sticker from World 1 to 5, only then gaining the posibility to visit this world. It must be achieved through the Steam Boat. player will realise this upon a sudden urge of Kersti to visit the Harbor (she can get this either at Woodlands or Resort). At the end, Mario and crew see the strange, ancient-looking locations far on the sea. Those locations are closed with gigantic gates, but if mario manages to collect first five Royal Stickers, those gates will finally open. Captain of the boat is shocked at this, and asks the crew if it's even safe. Mario waits for everyone's response, but everyone agrees, that they must stay to the victory. They come to the city, which is painted in different colors and shades, and has sparkes all over itself. And now starts the chapter of hero's adventure, that, even if not final, will be.... well, why don't you read it for yourself?
Subur-b Yard is the first stop for our heroes. Boat makes a stop here, still warning heroes about the dangers of unknown. For enemies, Clefts and Bloopers are present. Mario goes to the right, and, interestingly, goes from the beach area to the... suburb one? Many ancient abandoned houses can be seen, with Kersti questioning, how something like that hasn't aged at all, though she deducts it may be due to Sticker magic. Mario can explore some of the houses, where he can find some coins, and, strangely, stickers. Weird thing, is that this area featured many stickers, which caught off guard pretty everyone in the company, as to how such town can keep stickers whatsoever? Mario still explores more, finding more interesting houses, very strange biosystem, and plants, that can grow to phenomenal heights! Using Water Can at some flowers, he can reach roofs of some houses, and places, that are far separated from each others, making some kiind of bridges. Though Icy is required to even step at the beggining of their stalk to cross them, as they have many thorns on them. Mario must water them first, otherwise Icy woulb be pointless and just ccrumple his beak. Some also require Guya to jump for a short distances. Mario approaches the plant fence full of beatiful flowers, that Mario can use Hair Dyer on to open it (Kersti can give the advise that she need to dry her pointy parts then), and, suddenly, a giant tree falls in front of him, requering chomper to break into it. There, Mario can go to the "leaf" part of the tree (which is not upper anymore), and there (aside from the Secret Door right in the gigantic branch, from the top falls Comet Piece, being picked up by Mario.
Stone Capital becomes even more interesting. Not only irst sentient creatures too, as it's populted by friendly folk alongside friendly Twirlips, they explain that it's, indeed, capital - Capital of the Sheeny City. They initially tell, that it's truly marvelous, that they can live in such beatiful place! Everyone asks, if they were the one, who built this place, but they deny it, saying, that when they came here, it was already fully filled with houses, and that weird, but magnificent palace right in fornt of them. Kersti has a weird feeling, that this whole place was just abandoned like that. Even if it was underwater, did nobody truly tried to uncover it? But well, Mario proceeds further. Kersti, however, was feeling an immense, truly prime energy going from the palace beyond, feeling, that the Royal Sticker is precisely there, but the way to the palace was ruined. In order to go there, heroes must find bridge segments, to connect them from town to palace entrance. And so, Mario must find 3 pieces by himself, while 4th one is scripted. First one is inside some of the houses, one of which is marked with, interestingly, Comet symbol. There, Fang must shoot the carpet, which hides a wall behind. Shooting the wall three times, will make it crumble, but, luckily, will leave a piece IDEAL to be a bridge segment. Ruining some of pillars will also give Jewels to boot. Second one is revealed upon Hammering the nails in the center of the city, which make the stone tiles explode, and reveal another segment. Third one is easier to achieve, as it's hidden between some houses, right in the stone wall, which can be Paperized to get it. Some Big Stickers can also found there.
Everything changes with the fourth one, as one NPC begins to shout, that Bloopers had stole his item! Said Bloopers run to the start of the level, where they must be fought to obtain said item. Though, unlike normal ones, these can achieve elecrtic stat, which electrocutes Mario upon contact. After winning they give item back, which is revealed to be a Big Shiny Iron Jump. Upon returning it to NPC, he gets overjoyed, and give Mario the segment. Yet, when realising team's desire to come to the palace, he decides to give it to them, as they need it more than him. Mario and Kersti Paperize the segment into the bridge, and finally ready to come to the pa-
-HEEELP!
WIth all the sudden, another Choppah runs into the gang. He then falls face-to the ground, warning Mario, that they back off from him, as he feels, that something is releasing from him. A sudden Magikoopa symbols appear all over him, as he starts to transform into... Topman? A sudden battle begins, in which, Mario defeats him. he returns to being a plant man again. He explains, that he got ambushed by Magikoopas, and that the whole place is running with different kinds of Bowser's mooks. The crew understands what awaits for them inside of it. They also see the Comet Piece, right in front of the palace's doors, picking the piece for it's future reunion.
Enormous Bailey lives up to it's name - it's far too big! Still, Mario and co. have no problem navigating, but it doesn't mean the road is safe. Many Topmans guard this area, with the spikes on top preventing Mario from jumping on them (until Stickers are Iron, Big or Shiny, that's it). They also have quite a big defence, but nothing crazy. It;s more open area than previous ones, as Mario must navigate through it, for seeking items to progress further. The most interesting part comes at the 1.5/3 part of the level, as suddenly, one particular Topman, green one, warmily greets heroes, presenting himself as the servant of the riyal familu, but afterwards begin to glitch out of his mind. Everybody are quite amazed at this, except Guya, who freaks more than anything. The weird occurence is that fact, that it proclaims, that the royal family blood is within protagonist's group, which surprises all of them. They also realise, that it's not a transformed plant folk, but an actual robot. Said robot insists on joining the crew to help the royal, with Mario gaining posibility to refuse. but, without him, making to the end is physically impossible, so, without much to say, servant machine truly joins the crew, with the name of Jumper, which will make sense later in the story. His main gimmick is giving Mario the ability to reach height when Mario jumps on him, as he has a spring on top of him, not the spike, which proves to be far more helpful than you would think. The level is more about going from door to door, with the objective to finding keys to different rooms.
The main objective is to go through the main door, which will reveal the Comet Piece, and just travel to the final door. All of them can be accessed via keys, that scattered through the map. Some of the parts have Jewels with them, some not. Some paintings in the room have an interesting items too. The most interesing part happens near the end. As Mario access the main room, he finds a pretty long and gigantic wall painting. It shows numerous stickers, buildings just like in the previous levels, and many kinds and races of people, from Ninjis to Cooligans. It truly shocks the group, seeing such a marvelous painting. But it's nothing compared to the middle of said painting, as it shows two pesron, two... crowned person, holding hands together, in the middle of the palace. The same palace that our heroes benture into. Jumper makes the strange noises, and yet mumbles something like "highness". This mildly entertains the group, everyone, except Kersti. She finds the painting oddly familiar, like she knew that more than should be, despite now remembering this place at all. She is visibly upset, that this whole place just went underwater, and no information of these people is avaible. Fang cheers her up, i the way that they actually found this place, so it won't be that forgotten afterwards. Kersi thanks him, but still, who were those people in the painting? With the final room open, there lays a Comet Piece and so, the entrance to the palace is fully open.
Ongoing Keep starts with the narrow corridor, and yet opens with a gigantic place, which now lead the heroes not to the right side, but to the upper, for Comet Piece to reside there. This location also serves as the base for many Magikoopas. The name is, however, is not just a pun - it's actually moving! Somehow, it's security (and magic possibly) makes the whole keep change itself. And so, the main objective is to put everything in it's place. It's achieved by finding levers on every floor. Each levels requires different Partners to take control of. The first one requires Chomper and Jumper (precisely three uses of Jumper and one of Chomper). Primary enemies include aggresive Twirlips. They are quite weak, but has a gigantic defence in the normal form. In order to attack them, Mario must jump on them, as they will reveal they cores. In this form, however, they use their petals as blades, which can deal significant damage if not secured properly, or defeated outright. Second floor uses Fang and Icy, in which Icy is used to cross areas with spikes , while Fang to shoot objects to help cross the way. Normal enemies also include Electric Topmans, which electrocutes themselfs, making the contact with really harmful for Mario. The third and the last features sections mostly for Guya, which is used to do a precise jump. The whole section is straightforward, not until the end, where Mario must use hidden Exit Segment at the ground, which look like a folded piece of floor. Unfolding it, however, reveals that it's the Door with Exit written on top of it (which amuses Kersti). Mario uses it, goes straight right to it, and activates the third lever. There, also a Secret Door can be placed in the middle of secret passage. The upper part reveal the Comet Piece right at the sill rail, which shows a magnificent view of the puny-puny houses beyond.
The most interesting part is, however, are the wall writings in each room. which Kersti read out loud. It tells a story about two people... two rulers of Decalburg. Those rulers were generally great people, who cherish their people and city, and that had the power to control the Sticker magic. But one day, that marquise, who ruled the land, decided to give the gift to his marchioness. This gift was the reminder of their land's power and significance, and was just his way of showing his mighty and enormous love to her. The gift is scraped in the final writing, leaving Kersti confused. It's not until getting to the final floor, right under the window where Comet Piece rests, that Kersti can read, that those gifts were nothing else, but Royal Stickers themselves. This mild information startls the group, as it serves as the small, but confirmation that this marquise may or may not be the one controlling Bowser in this case. As they can't truly confirm that that nasty plant's words were any true, they decide to brush it off, for now.
Upper Dome is a particularly interesting location. Here, even more information about the marquess's past. First is the location that must be accessed with Icy and Guya power, to slide and fly prefectly to go through. This rooms, however, all seem too familiar for Kersti. Even though she doesn't remember most part of her life, she always remembered that she is indeed, guardian for Royal Stickers. That it's her duty. The confusing part is, she doesn't even remember Sticker Comet story! She knows, that's it's important, but to what level? Next room is filled with Whomps, so Mario must be careful to not get crashed. The whole level is linear, to tell a better story in that matter. Kersti suddenly sees a particular bedroom, bedroom for two. They can already tell that the room was for marquesses, but she, Kersti, spots something more interesting, and that's their photo. She seems kinda shocked, as the marquess seems like a good person on outside, so how can he turn into a small mind-controlling crown sticker... She then understands that it was the stupidest thing she ever said, but still. She even appreciates the marchioness's beaty! After that, they go int- OUCH! Oh no, the next room is bricated with bricks! They think where to even go next... Here, Mario must Paperize the bed, turning it into the Luxurious Bed Thing, and reveal the secret passage under it! They go there, fight some Scuttlebugs, and come to the actual next room, where the minigame occurs. Gonzales sees four buttons laying on the floor. These buttons must be Paperized and put in the right order, as the.. lamps on the wall will say the right order. Without questioning the fact of electricity in the old palace(it had ROBOTS in it, so why not?), Maio put it the right way, the wall opens, and behind the wall there stays the Comet Piece! Behind it, there is the Secret Door too.
Card Labyrinth is... interesting. It begins in an upper part of the turret, and yet, Mario suddenly stumbles in the empty room. Here, a very non-suspicious sign tells, that it will be pretty great to bring the Stapler with them. Kersti feels that it may be important, because the sign says so! The main objective here is to find the secret switch on the walls and hit with the Hammer. Mario hits it... and suddenly, the floor spits in half, making the whole gang fall down. After a pretty long fall, they wake up.. in the... Card Labyrinth? Yes, the actual Labyrinth with the cards instead of walls. Ths mildly shocks Mario, as he lives in the Mushroom Kingdom, and yet Lersti is puzzled with this. The whole palace seemed pretty normal at first, but this? She wants to ask the opinions of... the gang? Oh, it seems they scattered across the labyrinth! Kersti now feels that she understands the feeling of trying to return your team's members. First ones required to find are Chomper and Jumper, and so, with them, Mario can access higher location of the map, and Chomper can destroy the cracks in the wall, providing the exit from the first room so far. Next on the list is Fang, which is required to burn some of the crumbled cards, revealing more room to navigate. Same applies to Jumper ability, as location are changing heights every now and then.
Some places are hidden behind the walls, which are required the Stapler Thing to undo the staples on the walls, When undone, staples will fall to the ground, and when all are cleared, the wall will fall like a paper. The more group progressesm the harder it takes to see the staples on the walls. One last hidden room is required to progress further. the crack on the wall, and Chomper must destroy it to make it hollow. There. on the other side, room's walls will be yellow instead. There, it will take the labyrinth to the next level. as Mario will need to look at the mirros for the right passage. The false one will be filled with enemies of different kinds, but it's not as difficult as it sounds. The mirror is the key to the right way, and, it helps to navigate through illusions. The last room requires to beat three Shiny Hammer Bros, which need to be defeated to progress further. It's quite similiar to the room with three Clubbas in Crystal palace from the first Paper Mario. When the Bros. got defeated, the mirror will suddenly break, and from the ceiling will fall to the ground Icy and Guya! They don't remember how, but they got captured by said Hammer Bros. They progress, but the next room seems to be REALLY dark, nothing can be seen!. Suddenly, a voice can be heard, taunting the group, that they will never escape his game. This requires Mario to wander this little room, until... he literally stumbles at the Gray Magikoopa.He seems pretty flabbergasted that they have found him, and fears the reaction of Kammy, so he gets ready to get a good not-honest fight from the team. His main attack is turning himself invisible for quite some turns. Outside of it, he is quite miserable by fatem and gets easily defeated with Mario and his companions. Upon defeat, the whole room begins to wave strangely, revealing, that the labyrinth was looking like this because of the illusion spell on it. It still amuses the gang, thinking it was the most weirdest thing they seen on the adventure. In the same room. it also reveals that invisible Comet Piece gets visible again, and so the another-synonym-for-the-team gets it without any doubts
Moving Gears is no-less weirder. Thought robots were weird? Well, how about the whole level in the giant mechanism? Yes, this palace is this technological! Everyone are amused, but Jumper actually explains, that the gears are running on Sticker magic, which helps Kersti understand why she felt so much energy coming from this place. And yet, they see Comet Piece far-far away, so the objective is settled. Heroes must venture through giant platform session with many, many moving particles, some of them are insultingly giant. Watch Battery is pretty important there, so it's better to go to Tree Tranch Trail to pick it up. It's used to activate the mechanism to have the possibility to go further. It must be used two times Player can pick up the Battery and use it the second time, nut the way to it the second time is filled with enemies. The player must choose this difficult way because he cannot just pick the battery out after using it, as the way will be blocked agaim. On the other hand, the player can use D-Pad Battery on the second block to unblock it, but they will waste tro precious Thing at once, so it's just better to reuse Watch Battery again. Another part of the stage actually leads to the middle part of the palace, in the entrance of which resides ol' good Comet Piece. Besides that, it's pretty much interesting puzzles and solutions to them, one of which rrequires to move the nuts in the right place with Guya's powers. The last area is the elevator that goes upwards. Here, many enemies are raining down, so it's important to no fall off the elevator, of the section will be restarted.
Royal Сhambers starts where the previous one ended, but features one shop too, where even Thing stickers can say. There, one Gearmo solds many goods, but also explains many things about the city and what awaits the hero. He says, that the palace does hide the Royal Sticker, but it will more difficult than usual. Kersti asks if it means the foe will be tougher, but Gearmo states that they will understand it upon meeting the "foe", with kersti stating that she really starts to hate riddles. The level is short, yet pretty interesting too. The next area after the shop is the few sections will platforms full of blue carpets with gold lines. This area is mostly a straitforward platforming, requiering finding keys and opening many rooms. Each room contains one room to unlock, and the level can take 13 minutes to go around to find everything needed. The latest room features something of the Hall area, whre the fireplace resides. Here, the Fan or Paper Fan required to proceed, so the fireplace... oh, why do you want to observe the fireplace? In reality, it doesn't have anything at all, except... it's not the fireplace that you need, it's the candles! If you blow them, suddenly, a sound can be heard.. AND A CHANDELIER IS FALLING?... Oh, it stops before hitting the ground! There, not only the Mercury Lamp Thing, but also the... paper. Paper, that will change the bigger picture for forever. Kersti decides to read it, but finds out something else. It's not just the letter to someone, it's the recap of the marchioness! Kersti excitedly reads it, and yet stops in the middle, and just... lets it fall on the ground, in complete shock and despair. She doesn't even know what to say, and when everyone asks what's wrong, she reveals, that she may solved the mystery to not just the Stickers, but to the Comet as well. She starts to say, but Guya interrupts her, suspecting that she herself may be marchioness reincarnated. Everyone starts silently laughing, even kersti, thanking the group for cheering her up (with Guya silently remarking that she was serious). Instead, Kersti decides to tell full, not shortened story by herself.
In a peaceful borderland, the Stickerish Dynasty held sway with their unique power: Stickers capable of altering reality. There were a couple of rulers, that were beloved by their people, and whose love was bigger than the universe itself. The Marquess, driven by love, crafted the first Royal Sticker as a gift for his wife, the Marchioness. She was thankful, but something was wrong with the Marquess. He thought that he can do better for his wife. And so, the second sticker came to existence. Marchioness was truly pleased, yet her husband was more desperate, claiming that he still can do better. He spent days making the third Royal Sticker, but it wasn't enough for him. His wife was very disturbed, and tried to talk him out of it, but he still insisted on making more. He spent nights and days creating more and more as Marchioness tried everything to make him stop. He stopped, creating six Royal Stickers. But he was no longer a man that she knew. He became truly tyrannical, claiming that with this power, they can control the whole world, spreading the Stickerish Dynasty wider and wider. The Marchioness, realizing the danger, confronted him, leading to a battle where the Marquess, not having control over his own powers, transformed her into the Sticker Fairy. In a desperate attempt to undo his actions, he inadvertently turned himself into the Royal Sticker. Awakening, the Sticker Fairy saw what was before her eyes. Even with the lost memory, she felt that this stickers can be a dangerous tool to carry. And so, she proclaimed herself the Guardian, and sealed the Royal Stickers and herself into the comet. The Sticker Comet.
Team was speechless after this. Kersti didn't even knew what to say. But everyone understood one thing. And now, Jumper's behaviour was more than explained. Sticker Comet must be retrieved. In the end of the hall, one Comet Piece resides. Mario must hammer two pillars, so it can roll on the ground. They pick it up. This venture they will not forgot.
Banquet Room is the final level of the world. Heroes beging in the dark.. but then IMMEDIATELY lights turns on, scaring the team. But the one who turned them on immediatly apologises. It was revealed to be the giant Choppah, as he revealed to be the one who take care of everything after original owners left. He apologizes for living in this palace, and feels like he should go, but Kersti stiops him, thanking him for taking care of this place. That Choppah blushes and becomes red (which creeps everyone off), so he decides to make a little excursion through the palace. He then remembers that he hasn't cleaned the place, and rushes while encouraging his guests to come along. Giant choppah will help progress the stage, some places require Jumper to go to higher places, for which choppah apologizes. After some interesting platform stages and finding some stickers (even jewels). Some parts require use of Jumper to go higher than usual, but still. At one point, there resides a mini-Luigi in the far away part of the palace, seemingly being on the balcony. He says that he completely accidentaly happened to be in the ancient ruined palace several feet underwater, whoopsie! He thanks Mario with Jewels, but then with dramatic tension says, that he will now go on his own adventure all by himself (or staying at the house under the blankets, if you will). In the end, characters come to an actual banquet, that was cooked by Gearos, who are in complete rage about the terrible quality of ventilation in the palace.
Heroes can finally eat in peace, and can actually just have fun for quite some time! Kersti reveals more insecurities, feeling that she let down her whole dynasty. Everyone says otherwise, stating that she wanted to defeat her people from her crazy husband. Kersti thanks them, but still don't know what to say about her husband. Jumper explains, that Royal Stickers couldn't be handled by a ssimple mind. Icy makes remark that this power should be handled only by truly heartless monsters, that why Bowser was just ideal host for them, making a giggle out of everyone. Yet, Kersti suddenly gets the fiery aura (scaring everyone), exclaiming that on behalf of her people she will "destroy those Koopas and stomp all Troopas if it means smacking her husband's ugly new dragon face"! Everyone are encouraged about it (with Mario feeling mixed about "destroying" part, as giant Choppah, with pleasure, plans to give the team the dessert. But then, he screams at his full plant lungs, as the team rushes to help him. Upon arriving, they seem to spot nothing.. until the giant cage falls onto them! Big Choppah comes, gloating that he managed to capture the heroes under Bowser's orders. The team are flabbergasted, with kersti scolding Choppah about betraying them. Choppah explains, that he was never on their side, and that he may get the payment from Bowser at last. Bowser, or rather Marquess's puppet, indeed appears, feeling pleased that he finally met the heroes at last. He asks if the road was any unbearable, especially with how his minons treated them and asks, if the heroes got the letter that he hide for them. Kersti angrily blows up with tears, agressively demanding him to drop the act, and just explain his plan altogether. Marquess in Bowser's body seems to be offended with his wife's reaction to him, asking that why she even chose to be with those lesser ignoramuses, while apologising to them for his language. Kersti has none of it, explaining, that this so called ignorasmuses were fat better people that he will ever be, and with the fact that they are not pathetic enough to possess other person's body. Marquess silently laughs at this, thanking the team for taking care of such an agitative lady.
His next action nails the coffin at his redemption. He pulls out Sixth Royal Sticker - the Crown made from all the previous crown's colors, bearing all 5. He then grabs Choppah, as he painfully screams that they didn't negotiate about this. Marquess explains, that he doesn't need such a avaricious idiot on his side, making Choppah's pupils go smaller and smaller. He puts the Royal Sticker onto him, making him a fusion of Topmaniac and Sentry Beam, called Beamaniac. The battle requires to use the skill, as it uses bumping and laser beam to attack. Bumping is the most usual attack. Beam, on the other hand, requires full charge, which when full can take a significant damage, To prevent it from happening, the team must attack it's head. But, comparing to other fight, he can actually grow a gigantic spike on it's head, making Jumping pointless, so the Hammer or other attacks must be used instead. The gang defeats him, asking why he ever agreed to work with someone like Bowser. Choppah explains, that he needed at least some money to get better in his life. Kersti argues, that if getting money also meant getting people hurt, it will also make you a lesser and a truly pathetic person. Choppas disintigrates, as Marquess feels dissapointed, hoping that this machine could provided a better battle. Yet, he compliments the heroes, exclaiming, that their battle would be legendary, althought he still feels sorry for their unchangeble demise, as he flies off with Clown Car. The sixth Royal Sticker is collected, and the team, feeling more thrilled than ever, prepares themselves for the last, arduous challenge!
In a distant borderland, the Stickerish Dynasty reigned, wielding the unique power of Stickers that could reshape reality. The Marquess, driven by love, sought to craft the perfect gift for his wife: the Royal Sticker. However, his obsession led him down a dark path of tyranny and madness, culminating in a battle with his wife, the Marchioness. In a tragic turn of events, he transformed her into the Sticker Fairy, and himself into the Royal Sticker. Their conflict ended with the creation of the Sticker Comet, where Kerstylia, the Marchioness and the Sticker Fairy, vowed to safeguard their power for eternity. Yet. the only thing she remembered is the fact, that someone whom she loved didn't called her by full name. He called her Kersti.
World 7 - Sparkling Entrance[]
Gate Cliff stays the same, but requires Six Royal Stickers instead of five. Also, so-called Bowser's Castle now has a Flashyness over it and multiple stickers too, reminding to what happens to it's master.
Bowser Jr.'s Flotilla too, but now sometimes requiering Icy to slide through spikes, and sometimes Jumper to go higher. Before the level, we must go to Wiggler (with NPC now giving hints to his goal and Kersti helping too). But the team realises that the Wiggler is now Flutter, as he is now mature enough (with Kersti being shocked that it took so short). Feeling enormous gratitude, Flutter asks if they need any help from him, and Kersti decides to take this chance, politely asking him to carry them to Stupid Husband's Castle. Flutter has no problems with it, and immediatly takes off to the skies. He starts to chat about the nostalgia of his youth and his adventures with the crew, with Kersti correcting that it was not long ago! Flutter shocks that his childhood memories feel like a long time ago. Suddenly, a Banzai Bill blasts right in front of them, with Flutter barely avoiding it, feeling immense rage. Suddenly, they see the giant flotilla of airships. Bowser Jr appears at one of them, frustated that Mario and others are still not-so-losers, with his father demanding him "to like have triumph and stuff". With multiple Bazai Bills firing, the gang decides that the best decision would be to land on an airship, as no way that Junior will let them fly straight to the castle. And so (with Flutter staying so they can exit the level), the crew goes on the adventure on the private property of Bowser's Brat. With re-paperizing Banzai Bill\s canoon to the other side, they open the new way. In the end, they have the final encounter with little Princess-Kidnapper Jr., as now, instead of having a barrier, he becomes Shiny himself, a gift from his dad. The battle is actually the same as the original, and after that, the gang collects the actual, final Comet Piece, with Mario even parodying Super Mario 64's getting Star animation, buit with Comet Piece instead of the Star. Now, the Comet Pieces are united. But the Comet won't be full, if not one last thing is gathered... the last Royal Sticker, Marquess himself.
Glowing Sky Castle is the culmination of everything. Mario starts at the castle's front entrance, right outside. Entering the castle, the first room is a lengthy hallway. At the end is a door; opening the door reveals Kammy, who enchants the door to her Master, multiplying it by three, having Mario to complete them all to gain access to it. And so, the minigame part of the level starts, just like original intended. The first door takes the team to the room with the Memory Game, where the player must jump on the buttons with the right order. If it flashed red, then red button, and so on and so forth. Upon completing it, the room vanishes, and so the team must finish two other rooms. Second one is a Whack-aMole game, with multiple Moles apearring, and Mario needing to, you guessed it, whack them. If he whacks the required number of Moles in under a thorty seconds, the second room vanishes too, leaving only the last door there. The third door requires you to examine the Shy Guy's movement. He may come into the three dors, and Mario must pick the one to where he went. At the last one, he may quickly flee to the other room, and with this, Mario must still pick the right one. After completing, the third door transfroms into the gigantic boss door. Upon opening, however, Kammy waits there, completely outrages that Mario had solved her greatest challenges. Before the end. she decides to play the quiz-game, however, as to test if the Mario is that clever or was cheating with some kind of booklet. This quiz contains six questions in total and upon guessing every one correctly the battle would not be that frustating. But the more questions are false, the harder the battle will get. More specifically, she can steal your stickers or use them against you! The battle can be won, but it will be pretty frustating experience (though actually, the game makes Bowser's fight less harder if you managed to defeat Kammy Koopa with this complexities, so it may be worth a try). In the end, Kammy Koopa is defeated for last, and now, the hallway starts. Hallway tot he one who started it all, with the team being the one who will end it at last. Before that, Kersti wants to thank everyone for sticking with her for so long, even when she was truly mean. Fang denised however, feleing that this adventure will be told in all of his land's books! Icy is quite pleased too, feeling that this trip quite changed him for better. Guya is just amazed that she had the chance of exploring something beyond her jungle, and Jumper is relieved to know, that he is still needed. Chomper is Chomper, happily jumping around. Kersti gains enough determination to kick some dragon's butt, and like that, it's time to shine!
Here it is. the boss hallway. Lighting strikes outside, fire rises from the floor, the adventurers come to an end of the castle. Mario spots something in the background, and, by all the means, it's Princess Peach, taped to a chain. Upon seeing the group, she immediatly warns them that it's the trap, and the must-
OH! A sudden Fireball almost lands on mario, as he manages to dodge it. A familiar voice tells, that he expected no less of the kingdom's hero, The Shiny Bowser, possesed by the Marquess, lands in the middle of the room. He genually seems entertained by the group, complimenting their sheer determination to come here, and yet he notes that this is as far as they will come. But, they mahe a chance of gaining his forgiveness, if the will join his powerful dynasty ,Kersti immediatly cuts him off, stating that they will never in their life join a patheric hollow shell, that abides some stupid crowns. This visibly offends him, as he warns them not to understimate him, as he holds the power of all Royal Stickers combined. Kersti still thinks, that they have a huge chance, but the final question to him is why he even kidnapped Peach? His explanation? If Kerstylia won't join him on his reigh, than he will marry Peach to have a replacement! This strikes kersti to her soul, but Mario reminds her, that he is doing this to discourage and humiliate her, and that she needs to stay strong. She agreees, and seems relieved, Now she knows, that the dragon infront of her is not her husband, but an empty mockery of him! The final battle has begun.
First of all, pretty much the whole fight gets reworked, as now it not really requires the use of Things to progress further. Still, they can make the battle go easier then before. You still can buy all of them before the battle, Kersti will reccomend this. After everything, it's Bowser's turn to attack.At first, it's the usual deal of claw and fire breath. But then, he chuckles, and asks, if they remember he told them that he has the power of all the Royals. He gets a Red aura, and then restores his own HP! Kersti realises, that he has the power of the Red Royal Sticker, meaning he was not bluffing, as he has all Royal powers. They of course are not a complete copy of your Stickers, but are no less dangerous. Aside from red, Bowser has 5 more auras that he will change randomly or in immediate situation. But for the plus side, this auras long as much as your Royals, too, meaning he cannot spam several auras at the same time, and to use the new one, he must wait for three turns, giving you a window to hit him. And so - Orange one is interesting, as he will boost one of his attacks. It will take him two turns to summon aura and then charge the attack, giving Mario time to use stickers to defend himself. Fang can weaken him, but only if you make an Excellent move, otherwise the bite won't do anything, only giving Fang a visible tear in the eye from pain. Icy's Block is not a bad choice, but it will break immediatly after Bowser's powered attack, but Icy must still do the move perfectly, otherwise Block won't do anything. Purple aura gives Bowser an invincible status for two turns, making the attacks on him pointless at this period. Upon returning to normal, his aura turns into the purple stars, a homage to the same visual effect by Star Rod in Paper Mario. Blue one will give him the posibility to startle you. If you haven't blocked in time, it will also gain significant damage. Even if you blocked it, it may sttartle but give no damage. It may startle partner for three turns too. Aura of Green is even more interesting, as every attack Mario inflicts on Bowser will backfire at him, so he will take any damage that he normally inflicts on dragon on that one turn. The damage equals to the one he inflicts on Bowser, but it has it's own exceptions, as powerful stickers won't be able to one-shot italian to balance things out (that's it, until you have little to no-health left, that it's truly bye-bye). At last, the Rainbow aura will gain him the opportunity to summon enemies to back him up. Said enemies, if you are interested, are Shiny! They will back him up, nothing more, but in this time, they can be quite a pain in the back. Even more, after summoning, Bowser loses aura and can get new one after three turns, meaning that this shiny enemies will stil stay even if rainbow aura is gone! You can still use Guya's blow to blow them away, amking it significantly easier. Mario can still use different Things during this fight, each of them giving different effects on either Bowser of Mario himself, but you must choose wisely for this.
After a long breath-taking fight, Shiny Bowser is cornered in the end of the castle. With the last move, Mario manages to deal a powerful kick, knocking SB from the castle down below. Kersti starts panicking, as the last Royal Sticker falled!... or was it the Marquess? She decides not to think too much of it. And yet, he haven't fall in the slightest. A gigantic arm of the dragon swoops Kersti away, as Mario catches her. The titanic Koopa rises, and roars with all his might right in front of the heroic group! Marquess asks if they undisputedly thought that he will just give up like that? The second phase starts, resulting in a hopeless fight. Nothing works on him, nothing can damage or stop him. he gloats, stating that it was the prefect opportunity to unleash full Royal Power, sadistically asking them not to hold back this time. After some time, everyone undesrtands that Shiby B. became far too powerful for his own good. SB starts openly telling that after he deals with them, he will bring Decalburg ti it's previous greatness once again, and no once would stop him! But someone shouts the opossite... It's kersti. She now realises, that to fiight fire with fire, she must fight him presonally. But with his status and her fairy force, she stands no chance at attacking... Instead, she stands the chance at Defending. She states, that she must turn herself into a Sticker for it to work. Literally eveyone are shocked at this aswear. Sticker? It will kill her! But she calms everyone, stating that there is no other chance at defending her husband once and for all. Otherwise, Decalburg will become a monstrous state full of despair and fear - something that her own husband never wanted, so she will fullfill the will of her true husband. Fang's eyes starts to fill with tears, but she cheers him up, sating that he will be the coolest ruler ever, making him smile! jumper feels regret that he hasn't done anything to prevent this from happening, but Kersti disaagrees, stating that he has overqualified himself to no end! And so, everyone with a painful smile bid one farewell's to the Sticker Fairy, as she thanks them for sticking with her to the very end, apologising for moments she was crude. And yet, she remarks that she will not forgive Mario if he tries to sell her at the shop! With this goodbye, Kersti turns into the Sticker, and upon usage, something happens... Something Shiny! Mario gains a significant boost to his powers, now not only having the possibility of finally damaging the wicked ruler at last! At this time, even if Mario uses all his Stickers, one last will always pop in the album, giving a chance to hit him. Battle continues, with Bowser slamming his hands onto the heroes, or using his breath to fry them, but this only temporaly stops our heroes. After some time, they manage to destroy one Bowser's arm, completely shocking Marquess at this point! He starts to attack more furiosly, somehow dealing more damage, but Kerstylia's sheer will doesn't let him touch her friends. his second is arm destroyed, as he starts to panick more and more. no Fire Breath will stop protagonists from dealing more and more damage the the dragon, and so, after everything that happened, after everyone's sacrifise fo rthem to suceed, they defeat the corrupted Marquess, separating the Golden Royal Sticker from Bowser's body, managing to fre him from his control. Before that, however, some voice can be heard...
Ladies, gentlemans... I cannot explicate how sorry I am for everything that occured. I betrayed by people and my wife, was corrupted by my own creation's power. I became the monster in flesh, forgiving who I was and what I am, becoming the very hollow shell of myself. I beg you of forgiveness... and from you too, Kersti. I never deserved you in the first place...
It's really you. I'm so happy that you are finally back... And yes, I forgive you...
The flash becomes more transparent until dissapearing altogether, showing the heroes that the defeat of Marquess have made the clouds go away, releaving a beatiful sunshine, that shines all over Decalburg. Everyone realised, that they finally made it. At last, they put the last Royal Sticker in the album. They don;t seem to realise, that it doesn't shines anymore, as it has no Marquess's life in it, but it doesn't matter. Kersti's wish has finally came ture. And yet, before that, mario rushes to save the princess! She thanks him, and all of the characters for what they did, stating that she wants to knwo more of Mario's firends! Fang seems to blush, but Icy completely breka sthe tension and proclaims about himself in a serious tone, making everyone laugh, confusing him but making him smile too. Peach realises, that now the Album can become one with the Comet, as it proves to be trues. Peach acclaims that everyone can make a wish! And yet, no one really wants to, feeling that it would be more significant if Mario himself makes the wish. He then prepares, whispering something that only the Comet will hear...
Sticker Fest is in it's beauty, but now with even more visiotrs to be! Many familiar faces are there too, like the Sand Guy or the Forebear. All of Mario Partners are there too, having fun and just enjoying themselves. Peach once again presents comet, but now, she presents it alongside Mario, as they together open the curtains. The Sticker Comet shines like it never had, and everyone are happ ythat it finally became united. Everyone, including Bowser! The intro cutscene repeats itself, as Bowser almost junp on the comet... until he gets kicked in the air by Princess peach, who already got enough problems with this particular comet. Everyone are completely shocked, but then burst into clapping and whistling, as Peach blushes. Mario claps his hands like no other, as the heart symbols are whirling around his head. He gets better, and then, invites his partners to the stage. Everyone seems a little bit nervous, but everyone, including Fang's father and Icy's Cooligan friend, encourages them, as they are heroes after all! Mario, Peach and partners raise their hands to the sky, as the Sticker Comet starts to leviate. Instead of going berserk, it peacefully and graciously flies into the sky, as everyone's hearts get overjoyed by such a beatiful sight. Fireworks are blasting into the sky, in the form of Mario, his partners, Luigi, and, finally, Kersti.
A parade occurs, in which different game locations are showedm and their hazards. If Mario found all the Luigis, he will be the one leading. First stand, being the tribute to Harvest Hills, shows Goombas and Monty Moles running, as the now normal Montymer and ex-Monty General are helping with the elderly Toad's garden, while his grandson is seen playing with Chomper. Montymer suddenly gets the crown made from leaves, starts to get cocky, but Toad just bonks him with Turnip, making Montymer nervously continue his work, as the Toad chuckles. The second is Sssandy Temples, with pyranids and ruins. There, a Sand Guy alingside his Ostro are observing steles, when from said stele rises green Pokey. He wants to ambush the Guy,but then gets the fireball right to his whiskers, scaring him away, not before he makes a teasing face. Then, from the mino-pyramid comes Fang and his father, seemingly observing the ruines too. Bowser Jr can be spotted, but then comes Chomper, and upon seeing him, starts angrily chasing Junior, as he cowardly flees. Later comes Bemusing Woodlands, as there Ninjis start to practice their training. They don't practice alone, as the Flutter funnily, but steadily repeats the training, as some Bloopers observe it. The last, red one, is the only one who still stays, feeling intrigued about it. Frosty Resort in next, where the Cooligans seem to rehearse some Dance on ice, as Icy is watching them over. A sudden ghost appears behind him, and all the Cooligans start to throw ice balls all over him, completely freezing Boo and startling Icy, who then laughs alongside the boys. The Boo unfreezes, and flees in tears and terror, as the irony of him being scared instead of scaring someone gets to him. A blue bucket can be seen on the mini-mountain. And also a running Bowser Jr from Chopper.
Magma Jungles stand gets completely dark... until suddenly the light come from the sky, showing two dancing Spear Guys, that then gets joined by three. They dance and jump all around, until the cardboard replica of Piranha Plant opens in the middle, showing Guya, who starts to conduct the whole dance, as the Spear Guys continue to pour their souls onto their moves. Sheeny City shows a peaceful Gearos waving at the crowd, and then aggresively cleaning the floor as they see some dirt in it. In the middle, Jumper can be seen watering the bushes with robotic crane, as every one of them starts to grow flowers in it. all but the last one. Jumper puzzled but waters it once again, until it starts to shake, and turns into the gigantic smiling flower, having the colors of all the Royal Stickers, shocking even robot like Jumper! Next stand is a very cheap copy of the Sky Castle, as Kammy Koopa alongside other magikoopas are pulling the stand with knocked Bowser in it. Suddenly, Bowser Jr bumps into Kammy, as all the Magikoopas fly away in fear. She gets aggressive, and tries to shoot projectile onto Chomper, who jumps inside the stand. She shoots, but he quickly dodges it, with the projectile flying straight on Bowser. Waking up from pain, he starts to fire countless fireballs at Kammy, as she and Junior avoid it, panicking. Bowser doesn't realise that he is standing at the edge of the stand, as it starts rolling to the left from his weight, sending three of them far far away in the mountains. Curious Chomper approaches the screen and sniffs it, and after joyfully jumps away. The last stand shows Mario and Peach waving at everyone, including Toadsworth. Mario looks at the sky, remembering his fairy friend, yet Peach holds his hand, as they smile to each other, and with that, the parade ends with multiple Toads with trumpets and drums. The end screen shows the Sticker Comet in the sky, along with constellation of Kersti in the sky, as "The End" appears in the middle. The screen zoomes out, revealing and old book, which is closed. But not by itself. By Princess Peach's hand, as she looks at the player and blinks at them, and turns the light from her lamp off.
Decalburg Content[]
Help Headquarters[]
After completing Harvest Hills, one particular Monty Mole will open this headquarters in the middle of Decalburg, where Mario can pick up different requests from different NPC from all over the game. More chapters you complete, more tasks will be given. Of course, each one with it's prize if you managed to do it.
There are thirty requests in total, all of them will be displayed below.
Jitsu Monastery[]
After Bemusing Woodlands is completed, a NPC named Jitsu will open her Monastery there, where Mario can actually fight her and her Ninjis. This can be described as the mix of Toad Town Dojo and Pit of 100 Trials, but actually more of a Dojo. It has three dificulty levels, each one avalaible after completing previous one. The main objective there is to defeat waves and waves of Nijis, and after that defeat Jitsu herself. Easiest difficulty requires to defeat 5 waves of enemies and then defeat Jitsu at her weakest. medium requires defeating 10 waves of Ninjis, and beating Powered Jitsu. The hardest requires to beat 15 waves (some of Ninjis are Shiny), with fifteenth one being Ascended Jitsu - her most powerful form. the more difficult level is, the better rewards are, first being just Shiny Sitkcers, then being Big Shiny, and then the hardest givin Megaflash Stickers to boot.
Sticker Museum[]
The first and the most important location in the town so far. It's hosted by the unlucky green Toad with sunglasses and business suit, who got trapped under the fountain in the beggining. Mario can save him, and so, this Еoad presents himself as Royull T., and feeling great grattitude, allows Mario to come to his own museum, made for collecting the mysterious and fabulous things called Stickers. In actuallity, today it has zero stickers because Royull hates how sticky the stickers feel. Kersti asks why he even made the Sticker museum if he hates their most common feature, but Royull explains that art requires sacrifices! And yet he explains, that if Mario helps him put different Stickers there, he will gladly unlock more things for plumber in Decalburg, thus giving him a reason to put them in there. Royull T. keeps his word, and so, the more Mario puts, the more content is available in the town. 30% of completion opens Spund Studio, 60% - Enemy Gallery, 90% - Boss Gallery, and 100%... well. you'll see.
Sound Studio[]
Unlike the original, here all the songs in the game are present. The way player chooses them is the he simply clicks on the music he wants to hear on the touchscreen, sometimes swapping the screen to look for other soundtrack. This is completely free and does not have a time limit, so player can listen to any songs for as long as he wants
Enemy Gallery[]
A gallery of different enemies met at any point of the game. Here, they are all reside on their perspective pedestal, so Mario needs to just approach them to start a fight. However, if Mario hasn't fought a particular enemy before, they will not appear here, so to "collect" every Mario need to defeat at least one of them.
Bosses Gallery[]
And here the bosses reside. They are accessed through the similiar way just like the enemies in their gallery, but here not only Royal Bosses appear. Mini-bosses or even special encounters happen too, so Mario can redo the fight with Buzzler or black Shy Guys. Also, this fights doesn't reward with anything, or take and waste your stickers, being only there for fun. And yes, the bosses you have not encountered won't appear there until you do fight them.
Mario's House[]
If you managed to collect 100% of Stickers in the Museum, a path in Decalburg that was hidden in the bushes will open. There, a pipe will be, and traveling with it will bring Mario to his own house! It's structure is nearly identical to the house form the first game, and there, Luigi appears too, repeating his role from the first game. In the basement, Mario can find Luigi's Diary. More Luigis Mario collect, more pages of the diary appears. There, Luigi explains his desire of helping Mario and deciding to become a hero for once. Yet, every time he tries, many problems occur, some to downright comedic degree. Yet, in the end, feeling that Mario is like an anchor to him, he decides to follow Mario's heroic steps, and at least for once actually be the person Mario can rely on. Also, with this house acquired, Mario can change to Luigi and vice versa, not being stuck with only one player, but ONLY when you do collect all Mini-Luigi.
Characters[]
Main[]
Partners[]
Appearance | Description |
---|---|
Chomper, the Man's Best Fiend
This Chain-Chomp cub, that was treated really badly by Bowser Jr. Upon getting to know Mario, however, immediatly chose him as his true owner. Fierce and brave, he will stop at nothing if commanded to. His overworld ability is Dash, which he can use to break certain things, like wall cracks or weak constructions. Charging an enemy also will give Mario an upper-hand in battle. In battle mode, he can use Bonk and Bite stickers. The first one requires to hold a button and then releasing it, resulting in Chomper perfoming a Dash attack on multiple enemies, being somewhat weak, but at the same time giving a chance of turning shelled enemies upside down). Bite, on other hand, will only apply to one enemy, but is far stronger, with Chomper delivering several bites to an enemy by holding A button (if failed, Chomper will just bite the air, not dealing any damage). Upon upgrade will receive Charge, upon ultra-upgrade - Chain. With Charge, Chomper can boost up Mario attack by 2x for one turn (with the minigame of hitting A enough times). Chain will turn an enemy chained, by moving left stylus left-right as fast as possible (this may fail with bosses, however). | |
Fang, the Heir of the Desert
The future Leader of all Cobrats, he was supposed to be on his coronation day, up until Pokeys have swarmed his kingdom. Now, he not only must save his people and hos own father, but possibly the whole town of Decalburg with Mario and crew. He is quite shy, and this heroic trip for him feels like a true test of his dignity and worthness. His Overworld ability lets him spit a fireball, just like every Cobrat, although he can do it horizontally or diagonally. It may help hit an important target or to destroy something to go further. His Battle Stickers are Firespit and Weaken. His Firespit gives a continuing damage to the enemy, but unlike normal or big Fireflower, will give very little but damage even to shelled enemies. Can damage normal enemies for three turns upon upgrading. Bite can weaken enemy attack for the next round, and the more upgraded the attack is, the less damage the enemy will ever inflict on Mario (won't work with shielded enemies if not Shiny or upgraded). Upgrade - Digging, in which Fang will dig a hole right under an enemy for him to fall and exit the battle (but still counting as defeated), by moving the A button as fast as possible for arrown to stop at the green line (similiar to Bow's Spook, doesn't work on bosses. Ultra-upgrade - Weaken Poison, will not only make the damage from an enemy smaller just like the Bite, but also give him a poisonous status, draining his health with every of his turn (doesn't work with shielded enemies, only when they are vincible if stickers are not Shiny). This attack if rarer than normal Bite, which is quite common, but is still more powerful | |
Icy, the Boss of the Waddle
The so-called leader of the Cooligans, this grump fellow is not a typical Mario ally, he's here rather for saving his and his bunchs territory for Bowser's troops. Still, under the cold-hearted premise, there is one friendly penguin... if he likes you, of course. If not, may winter bless you... Overworld - ability to skate on the very thin ice layer, that completely covers spikes or other hazards and lets Mario travel to some places because of it, if Mario jumps on him beforhand, of course. It doesn't work the same way as Chomper's Dash, and if Cooligan will hit a wall or other object, he will just become crumpled. With this in mind, it's important not to bump into the objects when sliding on spikes, as Icy will fall right onto the spikes, if crumpled. His battle stickers are Bump and Ice Flavour. Bump simply allows him to bump into the enemy (with the right timing dealing more damage) and Icy would just bump his beak onto armored enemies without dealing any damage (if not Shiny, of course), but Ice includes quick A-button mashing for him to dance with his wings and feet, causing a breeze, that will give a double damage. This is very effective against fire enemies, and can astoundingly help against Dino Piranha's second form. Upgrade - Ice Block. Will cover Mario in a thin layer of ice, that will boost his Defence for some turns up. Ultra-upgrade - Call. With very fast A-button mashing (and if the arrow will hit the green line), Icy will call his waddle, that will run into enemies, knocking them out, and sometimes downright damaging them. | |
Guya, the Dancer of the Tribe
This energetic and chatty Spear Girl was in complete shock upon seeing what Mario and his friends are capable of, and so, decided to join just because why not?! She akwardly misnames evey people she encounters, which can be explained by her simplemindedness and dialect, of all things. Overworld - ability to to a Tornado Spin, which acts similarly to Spin Jump from Superstar Saga. With this, mario can cross many gaps that he cannot jump over, or that don't have a sticker to cross. Guya will make a jump akin to tornado, which will help cross this gaps for a short time, as she cannot sping forever. The leght of said gaps is also important, as she cannot cross truly large gaps. Battle - Swirl and Poke. With Swirl, Guya will spin around the enemies, making them dizzy and gaining the disability of skipping the turns because if the Dizzy Status. It will, of course, depend on the enemy. Achieved by swinging the left stick left-right. Poke will simply poke the enemy, but, with A-button rightly clicked, can deal an actually great damage, even to shelled or shielded enemies Upgrades - Throw and Blow. With Throw, Guya will charge and throw the spear at multiple enemies, dealing damage to every enemy, and, if done correctly, even to flying ones (as she will lift the spear up). To perform it, player must hit A-button at the right timing (exactly when the buttons for it turn green) With all Buttons, she will hit every enemy, with less - only some (and will simply fall if everything done incorrectly). Blow will require the player to move the analog tick in circular motion, as Guya will dance, summoning a mighty wind, that can blow enemies truly far away. It can blow only two enemies, and yet will fail if done incorrectly. | |
Jumper, the Servant of the Royal
Robotic helper, who served for the royal family for years, but was abandoned after one tragic incident, Still, he waited and waited for royal blood to come, showing loyaltu after centuries. Overworld - helps Mario to gain higher grounds iwth the spring on top of him. Mario needs to jump on him for it to work. Battle - Smash and Transparency. First will make Jumper smash into on of the enemies, but if done correctly, smashing one will knock another enemy of the battle, still dealing damage to the enemy who got hit. Second will gain Mario a bried transparency by his own technology, that will help Mario skip the enemy's attacks. It can be maxed out to 2 enemy turns. Upgrade - Cut and Smoke. Former will grant Jumper many blades on his sides, which will literally slice enemy, gaining constisteng damage. The hit itself is very fast, but also very low on damage (with shielded enemies, some slices do land, some not). But, because Jumper is not made from flesh, he can and will hit fire and spike enemies without any problems whatsoever. The latter has robot overheating so he can gain smoke that he places on Mario, thus giving more chances at avoiding enemy's attacks. It also works on bosses, too! |
Villains[]
Supporting[]
Royal Stickers[]
The game now has 7 Royal Stickers in total, comparing to 6 in the original. After completing every individual chapter (except for last one), Mario gains Royal Stickers, which can actually help Mario during battles, each on ehavin individual power. They function in this way similiar to Crystal Stars, but the mechanic of their usage is different. As this game doesn't have the equivalent of Star Energy, Mario gains them with 40% in two ways: by winning a battle with the minimum damage taken, or by using only the normal Stickers (Big counts as normal too). Unlike every other sticker, these cannot be upgraded in any way.
The bigger collection of Royal Stickers means that they own battle stickers would be randomly generated in this manner, but will still appear nonetheless. They appear in the separate part of Album, but take the gigantic space for it, and in the battle take all the Sticker Slot.
Image | Description | Powers |
---|---|---|
Red one acquired at World 1-6: Mole Fortress. Guarded by purple Montymer. | Gains Mario 25 HP in the battle for every Mario's turn for three turns. If every attack in these three turns made Excellent, Sticker restores 35 HP each time.
To activate, Mario will mediate for some time. To it to worl, press A at the right times, and the more you succeed, more HP you will get in return. | |
Orange one acquired at World 2-5: Limestone Stadium. Guarded by green Was-Pokey. | Will gain a 2x boost to Mario's attack damage for two turns.
Repeadly press A and Y, one after another, for Mario to heat up. Fill the line above Mario, and the move will work | |
Purple one acquired at World 3-6: Whitecap Beach. Guarded by red Gooper Blooper. | Will give Mario invincible status for three turns.
Stars will start to fall from the sky, and you need to Analog Stick to the left, and release when you see the cursor touch the star. gain as many as you can, and Mario will eventually gain the invincible status. | |
Blue one acquired at World 4-6: Bowser's Snow Fort. Guarded by blue Mizzter Blizzard. | Will startle every enemy for three turns, giving Mario a chance to quickly dispose them. Doesn't work on scripted bosses.
Spin the left Analog Stick to the directions showed on the screen, as it can suddenly change, so observe. After some time, the move will work. | |
Green one acquired at World 5-5: Rumble Volcano. Guarded by pink Peewee Piranha. | Will mirror Mario's hitbox, so every enemy attack will actually damage the foe who attacked, not our hero. It will give the same damage that said foe can deal to Mario, and it's affecting every enemy, but it only works for one turn. Doesn't work against bosses, but will against mini-bosses.
Mirrors will apear from both side of the screen, press the A or B at the right time to either Hammer it, or Jump if it's really high. | |
Rainbow one acquired at 6-9: Banquet Room. Not guarded, but given to giant choppah, who proceeds to transform into Beamaniac. | Will transform Stickers that Mario uses into the Shiny Status. Will automatically transform Baahammer and Burnhammer into the Big Shiny variants, same way for Big 1UP. Doesn't work if the sticker is Shiny, Big Shiny or Flashy, but will actually turn Shiny Shell and Mushroom stickers into the Flashy ones. it cannot turn stickers into Megaflash, no matter what, and will simply not work on Flashy ones.
The game similiar to the Balloon Minigame from the first Yoshi's Island occurs, in which you must press the button showed on the screen in the right order, while not allowing the golden baloon pop at your side. Sometimes, the directions will be showed, and you must move the Analog Stick or D-Pad. If the baloon will pop at the enemy's side, the Sticker will work. |
Luigi Mode[]
If you managed to collect all the small Luigis scattered through the game, Luigi will appear in the end, leading the parade. However, it's not all. In actuality, you can now play as Luigi. In the new after-game, two icons will apeear on the Save File you have completed. One of Mario, but second of his brother. If you click the second, that means you will be playing as Luigi himself. You can click on the first to play as Mario, but still. Once you clicked on Luigi's icon, you will play the game as him for the rest of the file UNTiL you got the Mario's House, which will give you the option of choose beetween the brother in one Save File for as much as you want!
Biggest difference between Mario and Luigi is their ways of playing, not only in the overworld but in the battles too. In overworld, just like in other games, he is more slippery than Mario, especially when truning around while running. Despite that, not only he jumps higher, but he can also scuttle, amking him land slower and safer than red, and so different sections can be harder or lighter.
In the battle, some changes are also made. As such, he is less about attacking and more abount defending. His defence is better and he can endure more than Mario, but his attack power is weaker than brother's, and so, it can change many things from there. Yet, some stickers have different effect too. Flower sticker has more effect, and even more, they have longer effect. Jump Stickers are, however, far less damageful via his lightness, as this even affects Megaflash. However, regarding Hammer, they are the same as Mario.
Luigi won't appear as cameo through different levels on the File where you have unlocked him. And Luigi will reside as playable in your save file for as long as you want, and only deletion of that save file will make him unplayable again, just like with the other empty saves.
Help Headquarter's Requests[]
In order: Location - Task - Prise
Harvest Hills[]
- Warm-Fuzzy Plains - Listen to one's Goomba's rumbling - 10 coins
- Bouquet Gardens - Help water the Flowers (any water-based Thing will do) - 10 coins
- Water's Edge Way - Give a Mushroom to hungry Toad - Fire Flower sticker
- Hither Thither Hill - Give some valuable seeds to the Dert T (that seeds can be ordered in any shop, you kust need to wait up for them) - Big Shiny Quake Hammer
- Mole Fortress - Find a pink Bob-omb (one that is hiding near the Trumpet Thing) - Big Sniny Hurl Hammer
Sssandy Temples[]
- Drybake Desert - Have a race with Ostro to the end of the first segment of the level - Shiny Mushroom
- Yoshi Sphinx - Play alongside Sombrero enemies (a minigame with hitting buttons in time) - Shiny Iron Jump
- Sandshifter Ruins - Find a lost Toad in the labyrinth- Big 1-Up
- Damp Oasis - Toad wants to have a quick tan, so here every warming or hot Thing can be applied - 30 coins
- Limestone Stadium - Reflect several Pokey segments that it will send at Mario - prize here is an actual Bat Thing
Bemusing Woodlands[]
- Leaflitter Path - Meditating Ninji asks for three Leaf Stickers from Strike Lake - Shiny Leaf
- Wiggler's Tree House - Talk to Flutter. He will be happy! - Shiny Super Boot
- Strike Lake - Friendly Ninji will ask for you to cind his Shuriken - 30 coins
- Rustle Burrow - Gearmo will ask you to help clean leaves of the ground. Use any of your Thing that will blow them away - Hurlhammer
- Whitecap Beach - Help send one poor Cheep-Cheep back to the sea. You will need to platform here while kicking aforementioned Cheep into the sea with Chomper, Kick him for quite some time, and he will land on sea - Flashy Shell
Frosty Resort[]
- Snow Rise - One snowman will ask you to bring something cold (Three Ice Flowers to boot) - Tail
- Ice Flow - Cooligan will send you to the Cobrat in Drybake Desert for him to pay his debt. This must be repeated two times - Big Shin Ice Flower
- Enigmansion - The stewart will ask you to collect the 20 pieces of laundry on the second floor - 30 coins
- Whiteout Valley - Take the delivery box from Spike to particular Koopa in Bouquet Gardens - Shiny Baahammer
- Blizzard Blizzard Fort -Collect and fix five separate pieces of floor that angry crowd has taken away. You need to talk to the owner of this part of Fort each time to take new detail - Big Shiny 1-UP
Magma Jungles[]
- Spear Guy Jungle - Collect all the mail to stop polluting the Jungles - 30 coins
- Jungle Rapids - Save one unlucky Toad in the middle of the flow of the second level segment - Flashy Hopslipper
- Chomp Ruins - Bring Bone to one of the friendly Chomp - Because it's a Chomp, it can only share it's meal with you, a.k.a Mushroom
- Rugged Road - Use your Hammer to destroy some of the iced blocks in the area, asked by Fire Piranha - Burnhammer
- Rumble Volcano - Go through different rooms back and forth to collect fallen volcanic rock, 10 things - Flashy Fire Flower
Sheeny City[]
- Subur-b Yard - Help to destroy some of the junk that has arrived from the sea - Screwdriver Thing (goes through every enemy on the lane, with the last enemy being literally twisted around, dealing very fast but lesser damage)
- Stone Capital - Deal with some nasty Twirlips that are suddenly attacking the very center of the Capital - Shiny Tail
- Enormous Bailey - Find screws one Topman had lost on the building - 40 coins
- Card Labyrinth - Challenge one Goomba with the race to the Labyrinth exit - Shiny Super Boot
- Banquet Room - Go to different location of the game to collect several edibles, so the table can be all served and finished - Cake Thing (but if Mario already got Cake, the robo-chef will instead give him three Megaflash Mushrooms to boot)
Guide to Secret Doors[]
When you reach World 3-6 Outlook Point, you'll be able to buy the Secret Blue Door Sticker from the monopolizing Toad for a mere 80 coins. Better stock up - there's a Blue Door to place in almost every level. Most of the time, the doors hidden in the levels house Things, but occasionally, you'll have some rare Stickers sneak in as well or an awesome Partner upgrade. Below are a list of all of the locations where you can Paperize the Blue Sticker Doors into the landscape.
World 1-1
Move through World 1-1 until you reach the faint outline of a door under a sign with a Hammer Sticker on it. Paperize the Blue Door Sticker on it and you'll be rewarded with a Thumbtack Thing!
World 1-2
As you're getting close to the finish line, you'll notice that the huge platform that holds the Sticker Comet has the door outline you're looking for. It's hard to miss - Paperize it when you find it. Inside, you'll find a Flashy Ice Flower Sticker, a Flashy Fire Flower Sticker, and a Flashy POW Block, all of which are great additions to the Sticker Museum.
World 1-3
Go through the level and remove the Faucet as you did the first time through the level. The deeper segment of the ground will have Secret Door silhouette. Inside is a Bed. Also, if you jump onto the bed before collecting it, a lullaby is played and you regain your HP.
World 1-4
When you pop out of the red warp pipe (just before the finish line), you'll notice a door outline to the north. Paperize a Blue Door Sticker onto it to collect the Matches Thing inside.
World 1-5
Take the shortcut warp pipe that you discovered the first time you passed through the level (near the beginning area). When you're underground, you'll see the faint outline of the door near the middle of the path. You'll be rewarded with the Bellows Thing for your good hard work.
World 1-6
In the part of the fortress where the two giant fans blow you off the bridge, drop down to the bottom and you'll notice a Door Outline to the left of three blocks. A Squirt Gun Thing rests inside.
World 2-1
When you reach the pyramid where the Sticker Comet rests, work your way to the top level of the back side (you'll have to use the sides of the pyramid to help you climb. A Shy Guy is blocking the door outline, so get him out of the way and you'll find the Car Battery Thing inside.
World 2-2
Head around to the back side of the Sphinx where the Jewels used to be, and you'll be able to find the door outline in plain view. Head inside to collect the Paper Fan Thing.
World 2-4
Walk to the left a short distance and you'll see the door outline pop up in no time. You'll be able to collect the Flathead Screwdiver Thing inside (does less damage, but actually goes through Defences of some).
World 2-5
Immediately when you enter the level, you'll notice the door outline on the wall. You won't find a Thing inside, but you will find the rare Flashy Eekhammer, Flashy Hurlhammer, and Flashy Spike Helmet stickers.
Before the large rotating log, check the wall in the background for the Door Outline. Inside, you'll find the Searchlight Thing.
World 3-1
In the last area, hop over the fence immediately to the south and place your sticker on the Door Outline. The Drum Thing rests inside.
World 3-2
Walk inside the first area to the right, and you'll notice a Door Outline behind the Boomerang Bro. Head inside to collect the Pillow Thing
World 3-4
Make your way all the way up to the ledge where you found your Hammer the first time you went through this level. You'll see your Door Outline on the back wall with the Upright Vacuum Thing inside.
World 3-5
The Door Outline will be in the same area you obtained the HP-Up Heart. The outline is underneath the second log swing. Inside the door you will find two ? Blocks. Inside you will find a Burnhammer, Chillhammer, and Baahammer Sticker and a Shiny Fire Flower, Shiny Ice Flower, and Shiny POW Block.
In The Bafflewood, you'll need to take this route: R,L,R,R. In that last room, you'll be able to find the Door Outline in the southeast. Collect the Violin Thing inside.
World 3-6
This level's Door Outline is found in the same area as the hidden entrance on the poison hole in the wall. The outline is on the far left of this area. Inside you will find, like the previous level, the Balloon Thing surrounded by coins.
World 4-1
At the beginning of the level head right. Eventually, you will come aross the outline of the door next to the snow slide. Even if you melted it, it will still be there. Place the sticker there and enter to find the Cell Phone Thing.
World 4-2
When you enter the first cave make your way to the ice bro. You will then see the door is on a platform that you can't reach. Cross the frozen waterfall and go to the right. Fall on to the paltform with the door. Enter to obtain the Hair Dryer Thing.
World 4-3
Make your way into the mansion and head into the first door on your right. Then go through the door in front of you and head straight down the hallway. Go up the stairs and at the top you will see a outline of the secret blue door. This door actually is a portal back to Decalburg.
World 4-5
Try to beat or sneak pass the Ice Bro at the beginning of the level and the door will be at the very front of the cave on the wall. head inside the door to obtain the Flashlight Thing!
World 4-6
Go up the level and stop, take a look at both doors, one is open, one is not. its kinda tricky at first but the missing piece of the other door is actually the blue door sticker piece! it lets you skip all the shy guys waiting in line for the cart ride!
World 5-1
Head all the way down the path ontill you reach the comet piece, from there go right and head down that way. go to the part where you chase the shy guy (and gets eaten) jump over the plant and head to the back to see the outline of the door. Go in to obtain the Trox Scredriver thing.
World 5-3
head straight through the level and go through the first door beside the waterfall, head up the ramp to the door on the right then keep heading straight pass the traps and slicers to the end of the stretch. Hit the three invisible blocks and get on top of the slicer. Jump off the slicer to the platform and the door is right there. Inside, you obtain the Air Conditioner thing.
World 5-4
This one is easy! Just head forward towards the frozen lake (if it's not frozen, use the shaved ice cream on the montain). It'll be at the very end of the lake.
There you obtain the Basin thing.
World 5-5
Ok! Head up the steps and head down the pipe into the volcano. Head forward pass the bridge toward the giant lava platform and take it to the very top where you see the stickers and shy guys and a chain chomp hanging on the chains. Go left into the cave and the door will be on the other side. There you obtain the sweet looking, Mario themed Guitar thing.
World 6-1
Take a few steps to the east of the beach until you arrive in the zone with three palm trees. In the middle of that room rests your door outline. Claim the Lighter Thing inside.
World 6-3
Door outline in this level is in the same area that you find Jumper. It will be in a small area to the left, simply jump onto the poison water and place your Blue Door Sticker. Inside you will find the Newspaper Thing.
World 6-4
Check the wall in the background for the Door Outline right in the middle of the level. Inside, you'll find the Searchlight Thing.
World 6-5
Immediately when you enter this level, you'll spot the Door Outline on the back wall. Collect the Tape Thing inside.
World 6-6
Make your way all the way down to the place where you spotted Chomper and Jumper. There, use Jumper in one particular place (drawing of Boot will be on the floor). Up there, at the ceiling of giant wall-block, you'll see your Door Outline on the back wall with the Upright Vacuum Thing inside.
World 6-8
The Door Outline in this level is in the same area as the Comet Star. The outine is on top of some boxes. Once inside, you will see the Square Can Thing surrounded by some coins.
World 7-2
Just go straight to the first door on the ship, inside it will be it the very back and door will be there. there will be the Megaflash Jump, Shiny Hurlhammer, Shiny POW Block and a Shiny Line Jump stickers for the taking!
Guide to Jewels[]
W1.1 Above the tree stump to the east of the bridge. 2. From 1: Head east. Within a circle of pink flowers.
W1.4
Within a circle fo pink flowers in the screen to the east of the windmill.
W1.5
1. In the center of the column leading up to the boss.
W2.1
1. Exit north. Exit east. At the top of the sloped area. 2. From 1: Exit east. Exit east. Near the two floating item blocks in the eastern section of this area.
3. From 2: Exit northeast. Climb the front of the pyramid. Jump over the small gap. Near the front right slope.
4. From 1: Jump into the foreground and sink between the two cacti to a
W2.2
1. In the circular room leading up to the exit to the Sphinx's back
W2.5
1. Ascend two floors. Near the crumpled column.
W3.1
1. Exit east. Exit east. Exit east. Exit east. Near the save block.
2. Exit north. Take the northeast path. Take the northwest path. Take the
3. From 1: Exit southwest. Exit north. Near the eastern exit. 3. From 2: Near the northeastern exit. 4. From 3: Near the northern exit. 5. From 4: Near the northwestern exit.
W3.3
1. Near the spide-webbed prison holding the Wiggler segment.
W3.5
1. Exit east. Exit north.
W4.1
1. Exit east. Exit east. Near a circle of pink flowers.
W4.2
1. In the final area, hidden to the west is an area with four tree stumps. The biggest one holds three Jewels.
W4.6
1. In the middle of a group of brick blocks on the upper railway.
W5.3
Within a group of pink flowers near the entrance. In the first area, to the east of the giant flower, above a pink flower. 3. To the west of the area with piles of trash is a hidden area with four tree stumps. Same as with W4.2
W5.5
On the eastern side of the path, in the same area as the mini-boss.
W6.1
1. Exit east. Near the east exit.
2. In the center of platform in the middle of the first screen, on the path
W6.6
1. Floating above the pink flower, on the table in the kitchen. Reach from the floor above.
Links[]
https://www.mariowiki.com/ - additional information and images;
https://www.ign.com/wikis/paper-mario-sticker-star/Secret_Blue_Doors - Blue Doors location;
https://gamefaqs.gamespot.com/3ds/997828-paper-mario-sticker-star/faqs/65279 - so-called "Jewels" locations;
https://www.youtube.com/watch?v=rUEdHCGNvpo - better understanding of the source material;
Paper Mario: Sticker Star *RECUT* - biggest inspiration yet.