In this entry, Bowser forces another detour on us.
Ruined Kingdom
When you head to Bowser's Kingdom, Bowser will head Mario and Cappy off at the pass again, this time on the back of a giant black dragon. The Odyssey gets blasted out of the sky, and Bowser gets away on his airship. You'll then end up in the Ruined Kingdom, yet another kingdom that is not that big and has only a few Power Moons, which you'll need to repair the Odyssey.
As you make your way upwards, throw your hat at the golden hooks piercing through the floor. One of them will reveal an electric globe you'll be able to ride to an isolated platform where you'll finally face the giant black dragon.
Stay on the move to avoid the purple energy as well as the chakrams that roll around that are created by it. The small mass of purple electricity on the floor indicates where the dragon is about to zap. When the dragon smacks his head on the floor, you'll need to jump over the electricity that courses along the floor. He will then be tired. This is your opportunity to jump onto the dragon's head and throw your hat at the hooks in the dragon's head. By removing all the hooks and ground pounding the glowing spot on the dragon's head afterwards before the dragon revives, you'll score a hit. In case the dragon wakes up, your progress with the hooks will stay the way that it is until you either lose all your health or complete the current attack phase.
There are four spots where you can ground pound the ground for a heart, should you need them. They will be indicated by glowing cracks in the ground.
For the second phase, you'll have to avoid more five chakrams instead of three, and the crackling energy will have slightly more complex patterns that look like double helixes. You'll also have to remove four hooks instead of three.
For the third phase, you'll have to avoid over a dozen chakrams and deal with crackling energy that forms loops that you'll need to jump between. You'll also have to deal with five hooks on the dragon's head, which means you may have to go through two attack loops to get the job done. Once you do, you'll get Power Moon #1.
If you go back to the dragon afterwards, he won't mess with you afterwards.
Once you beat the dragon, you can repair the Odyssey by throwing your hat at the globe, then you can head to Bowser's Kingdom.
Power Moons
1. Battle with the Lord of Lighting! - Defeat the black dragon (see above).
2. In the Ancient Treasure Chest - Left of the stairs leading to the battle with the dragon is a path with a handhold you'll need to jump into and shimmy across to get this Power Moon sitting in a chest.
3. Roulette Tower: Climbed - There will be a rocket ship near the dragon after you get Power Moon #1. This leads to an 8-bit area. You'll need to hit the P switches with your hat or by running into them yourself to stop the platforms so that they are on the bottom. For the last set of platforms, keep the red one at the bottom, the blue one in the middle, and the green one at the top. At the end, you'll find a Power Moon and a rocket ship that will take you back.
4. Roulette Tower: Stopped - Near the end of the 8-bit area, you can kick a Koopa shell to the left to break some blocks and head to a hidden area. Stop the platforms at the bottom of the squares to get to this easy-to-miss Power Moon.
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