Editing Violet Passage
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Mario can enter the ship's cabin to collect five Journal Entries from a [[legendary captain]]. The Day 1 Journal Entry must be pulled from beneath a hanging picture. Day 2's entry is inside an unpainted treasure chest, along with Toad #1 of the blue Rescue Squad. Day 3's entry can be found by jumping off either the treasure chest or the barrel and onto a crate. The entry for Day 4 is under a crate. Finally, Day 5's entry is in a room to the right and Mario must open a compartment before he can get it. Additionally, the Battery Thing is standing upright next to multiple barrels, while the Compass Thing is next to a map in the other room. | Mario can enter the ship's cabin to collect five Journal Entries from a [[legendary captain]]. The Day 1 Journal Entry must be pulled from beneath a hanging picture. Day 2's entry is inside an unpainted treasure chest, along with Toad #1 of the blue Rescue Squad. Day 3's entry can be found by jumping off either the treasure chest or the barrel and onto a crate. The entry for Day 4 is under a crate. Finally, Day 5's entry is in a room to the right and Mario must open a compartment before he can get it. Additionally, the Battery Thing is standing upright next to multiple barrels, while the Compass Thing is next to a map in the other room. | ||
With all the journal entries reclaimed, Mario can give them to the captain, who finds them to be clues for how to reach [[Fortune Island]]. After telling the captain he is ready to set sail, Mario must [[Cutout]] a large rock and insert the | With all the journal entries reclaimed, Mario can give them to the captain, who finds them to be clues for how to reach [[Fortune Island]]. After telling the captain he is ready to set sail, Mario must [[Cutout]] a large rock and insert the Fan Thing. While sailing, a Toad notifiers Mario and the captain about a leak in the boat. If Mario goes to check on it, he is given a Hammer Card by a Toad who is bailing out the water and can return back to the captain. As they enter the Lost Sea, Mario is taught how to use the cannons and steer the boat. | ||
For the first trial, Mario must look for a Toad rock with closed eyes. Once past it, he must order the ship operator to turn left. For the second trial, Mario must shoot cannonballs at targets to earn at least 70 points: regular targets are worth five points, [[Cheep Cheep]]s are worth ten, and [[Blooper]]s are worth twenty. To pass the third trial, Mario must again operate the cannons to shoot the Toad rocks to find the angry one, then tell the helmsman to turn right. At the fourth trial, Mario must operate the right cannon to collect [[coin]]s; he may also collect cards, break [[Brick Block]]s, or hit [[POW Block]]s to collect multiple coins at once. Mario must collect more than twenty-five coins; if he succeeds, then a trail of coins appears, twisting to the right, where Mario must order the ship operator to turn right to continue to follow the coin trail. If Mario fails any trial besides the fifth, he is forced to battle a random enemy before he can retry said trial. | For the first trial, Mario must look for a Toad rock with closed eyes. Once past it, he must order the ship operator to turn left. For the second trial, Mario must shoot cannonballs at targets to earn at least 70 points: regular targets are worth five points, [[Cheep Cheep]]s are worth ten, and [[Blooper]]s are worth twenty. To pass the third trial, Mario must again operate the cannons to shoot the Toad rocks to find the angry one, then tell the helmsman to turn right. At the fourth trial, Mario must operate the right cannon to collect [[coin]]s; he may also collect cards, break [[Brick Block]]s, or hit [[POW Block]]s to collect multiple coins at once. Mario must collect more than twenty-five coins; if he succeeds, then a trail of coins appears, twisting to the right, where Mario must order the ship operator to turn right to continue to follow the coin trail. If Mario fails any trial besides the fifth, he is forced to battle a random enemy before he can retry said trial. |