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Ultra Boots and Huff N. Puff

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We have already found the magic bean and the loose earth, but we still lack the magic water for the way to Schnaufula – and above all the sun has to shine again over the flower fields. In the second part of Chapter 6, we bring Lilly back her waterstone, meet the game’s last partner with Lakilester, get the powerful Ultra-Boots in the channels under Toad Town and finally destroy Schnaufula’s Puff-Puff machine. Then we can grow the magic bean and set off for the big final battle above the clouds.


All the flowers happy!

Rosie owns Lilly’s waterstone, but only gives it out for something that sparkles even more beautifully. Therefore, return via the blue flower gate to the crystal tree and to Posie. Talk to her about Rosie’s wish and you get the Crystal Berry. Then bring the berry to Rosie. She is immediately thrilled by the sparkling gift and finally leaves you the waterstone in exchange. This brings us back to Lilly on the dried pond. Restore the waterstone to its original place and immediately water flows through the entire area. Lilly is rescued and gives Mario the important magic water to thank. So now we have all three objects for the magic bean: loose earth, magic bean and magic water. However, it is still too early to plant, because without sunlight the plant would not grow.

Through Lilly’s returned water we can also reach a previously unreachable tree. Goes back from the pond an area and rises with Sushie into the water. Swim to the small island with the purple tree and beat against it. You get a Blubb berry. Take two, because the berries restore 5 bp if necessary. We need one now to reach the next important area of flower fields.


The Sun and Lakilester

Return to the whisper pasture in the center and take the upper left path. Here, a large mandrel field blocks the passage. Talk to the Blubber herb in front of it and give it a Blubberberry. The plant creates a huge soap bubble in which Mario floats safely over the thorns. On the other hand, you fight your way through the cloud enemies and should search the area thoroughly. On an elevated platform in the northeast lies another Star Pieces. A little later you reach a rock formation. Blast the cracked stone with bombette and drop down through the exposed opening. There is the Badges Mega-Dotz, a particularly powerful hammer attack for Mario.

Follow the path to the Tower of the Sun. The normally cheerful sun hangs in the sky completely discouraged and explains the reason for the eternal darkness: Schnaufula’s puff-puff machine continuously produces new clouds and is located in the northeastern part of the Flower Fields. Without the machine, the sun can return – so we know our next destination.

On the way back, however, you will be stopped by an unusual Lakitu. He first calls himself Spike, throws in between other names in the room, but in fact he is called Lakilester. Schnaufula ordered him to stop Mario, and that is why the fight comes. Lakilester has a proud 50 HP, but only one attack: He hurls Spiny eggs at Mario, causing 4 damage. He has no defense. Therefore, use strong jump attacks or parakarry against the flying enemy and heal yourself if necessary. Status attacks like dizziness also work amazingly well against him.

Name Max. HP Attack Defense
Lakilester (Spike?) 50 4 0

After the fight, his girlfriend Lakilulu shows up and asks Mario to spare her friend. Lakilester finally realizes that he fought for the wrong side and joins you as the eighth and final partner. His ability is extremely practical: Mario can ride on his cloud and soar over thorns, spike trap and even lava. In battle, Lakilester throws Spiny eggs; later he can hit all opponents simultaneously with his Spiny throw. This is exactly what makes him an ideal partner against Schnaufula.


The Ultra-Boots in the Canals of Toad Town

Before we destroy the puff-puff machine, it is worthwhile now an important detour to Toad Town. First return to the center of the Flower Fields and take the lower right path along the way. Thanks to Lakilester’s cloud, you can now easily float over the long Dornenfeld. Follow the way up to the super block on the other side and improve Lakilester to the super rank first. This is how he learns Cloud No. 9, which allows Mario to avoid enemy attacks more often in combat.

Then leave the Flower Fields through the whisper pasture and enter the canals below Toad Town. Jumps through the wooden floor in the main room and follows the path to the right. Crosses the water with Sushie and goes to the next area. There is a wide field full of spike trap in the upper part, which was previously impassable. Use Lakilester and just float over it. At the end, take the warp pipe down. Several stachis and fies coopas await in the following rooms, as well as some invisible? blocks that Watt can make visible. Among other things, you can find Maple Syrup, a Stopwatch and a Volt Mushroom. Follow the path, destroy the obstacles with the Ultra Hammer and finally use the jump field in the last room. In the great treasure chest behind are the Ultra-Boots.

The Ultra Boots permanently replace your Super Boots and increase Mario’s normal jump to 3 + 3 damage against enemies without defense. Much more important for the exploration is the new ultra jump: keep the jump briefly charged and Mario screws himself much higher in the air. With this you can now hit high-floating blocks and reach more secrets. On the way back you can try the new ability on several previously unattainable? blocks in the channels.


Destroying the Puff-Puff Machine

Return to the Flower Fields and take the upper right path this time. Already in the first large section a plate puzzle is waiting over a long field of thorns. Lakilester is indispensable here, because you have to float back and forth between the individual platforms. From the start of the puzzle you press the plates in the following order: red block left → green block far right → violet block left next to it → green block on the left side → again green block far right → violet block far right. With each hit, the heights of the platforms change until finally a continuous path to the other side emerges.

Behind the puzzle you should not just walk straight ahead. In the area with the gate arches there is a hidden jump field. Goes through the right arch and then from the rear to the left to the jump field. Let yourself be catapulted upwards and you reach the second super-block of the Flower Fields. If you have already brought Lakilester to the super rank on the previous super block, you can immediately improve it to the ultra rank here. He learns Gale Force. Even more important for the upcoming boss, however, is his already available spiny throw, which can hit all opponents at the same time. On the right arch also use your vortex or ultra jump: Under a hidden floor plate there is still a Star Piece. In the next area is also a letter between the flowers and just before the machine can you in an invisible? Block find a Thunder Rage.

In the end, you finally reach Schnaufula’s huge puff-puff machine. Three Lakitus and a yellow Magikoopa guard her. Take care of the Magikoopa first, as he can electrify himself and his allies. Then you remove the Lakitus from the way. Once the group is defeated, you can take care of the machine yourself: take turns hitting the left and right sides with the hammer until the entire monster falls apart. The dark clouds dissolve and the sun finally returns to the sky. The flower fields again shine in their normal colors – but Schnaufula Klevastar continues to hold captive.


Planting the Magic Bean

Return to the whisper pasture and save your progress. Directly in front of the large tree is the bed for the magic bean. The order is important: first put the loose soil in the bed, then plant the magic bean and finally pour the magic water over it. Due to the returned sun grows within a few moments a huge bean vine to far above the cloud cover. Jump on one of the big leaves and get carried up to the Cloudy Climb.

Before you continue to Schnaufula, you should search the clouds carefully. On a small side platform you will find the Badges S. jump +. The Badges costs 2 OP and allows you to charge Mario’s next jump attack. Especially against Schnaufula, this can result in an extremely strong strategy if you charge for several laps and then strike with Power-Dauz or another strong jump. If you do not want to use this, you should at least take enough BP healers, a life mushroom and some defensive badges with you. Quick Change is also extremely useful for the coming fight.


Boss Fight: Schnaufula

Follow the clouds to the right and you finally reach Schnaufula, the ruler of the dark clouds. He owns 60 HP, 5 attack and no defense. So it does not seem so dangerous on paper at first. However, his special ability makes him one of the most demanding bosses of the game: for virtually every damage point that Schnaufula takes, small clouds detach from his body. These helpers are called Schniffis, each have only 1 HP and can attack Mario with a strangle attack. Even worse: if they stay alive until Schnaufula’s next move, he can suck them back in and regenerate lost CP. So the harder you hit, the more small clouds appear.

Name Max. HP Attack Defense
Snouts 60 5* 0
Ruff Puff 1 2 0

*Schnaufula has several special attacks that can cause significantly more than 5 damage.

The most reliable tactic therefore works with Lakilester. Attack Schnaufula with Mario as vigorously as possible and then use Lakilester’s Spiny litter to eliminate all the resulting frills at the same time. As a result, Schnaufula can neither use it for attack nor swallow it again and heal itself. Repeats this pattern of strong Mario attack and surface attack. If you have enough BP, the Power-Dauz or a charged jump is particularly effective. Sushie’s tsunami can also hit all the tricks, but costs significantly more BP than Lakilester’s Spiny litter.

Schnaufula becomes particularly dangerous as soon as he charges himself electrically. In the following round, he unleashes a massive Lightning, which can cause up to 12 HP damage without protection. If you have created the Quick Change badges, switch to Lady Bow in this situation and use Outta Sight. Alternatively, a camouflage gel works. Schnaufula’s wind attack is attenuated by an action command: Press the required button as quickly as possible to reduce the damage. His body attack becomes stronger when there are still many tricks on the field – another reason to eliminate the small clouds immediately after each attack.

If you want to try a riskier strategy, Mario’s jump + or S. jump + can collect attack power for several laps and then hit Schnaufula with a huge power dauz. As a result, many tricks appear, but a spiny throw of Lakilester cleans the entire group again. With sufficient BP, the boss can be defeated very quickly in this way. It is only important not to give Schnaufula the opportunity to suck in a large number of Schniffis.

After 60 HP, Schnaufula finally dissolves and the sixth High Star Klevastar is released. Chapter 6 is closed and the Flower Fields are finally saved. Mario now has six of the seven High Stars – only one prisoner is missing before the way to Bowser and Princess Peach can be cleared.