Sunday 9 April 2023

PM Chapter 5 Part 2: The Treasure of a Lifetime

Back through Jade Jungle to get to the raven statue. Glad this bridge is still there, although less glad that Spear Guy is going to be on the first image.

Let us proceed. Nice of them to dump us right next to the statue we needed to visit.

The first room that lies beyond is filled with trees with vines we can tug for goodies. This one has an Egg.

And there's a Stone Cap in this Hidden Block.

It's a Bellbell Plant. It grows only on Lavalava Island and swings like chimes when you touch it. It makes a cool, jingling sound. Well... that's all it does...

And one more useless Lavalava flora beside it. I really don't know why they not only made so many, but gave them all names. Just the designs would've been enough to sell the exotic nature of the island, but they really took it the whole garden.

...These formations are always scary until you realise I can kill the first Spear Guy in one move and the Jungle Fuzzies can't do anything.

Except make more of themselves.

Thank you.

Inspect the bushes to get the shrubs to move out of the way.

The next room is full of blue blocks. Despite appearances, that dangling vine is not an interactable element

Hidden Volt Shroom. Even in terms of Hot Shrooms, it's kinda worn its welcome. 15 HP is good-but-not-great nowadays.

There are these holes on the ground, and one hole will be spewing water at a time. The job is to block all the holes.

At which point the hole underneath this big boulder is the one spewing a massive jet of water.

This fountain blocks the path, but you can change that either by pushing a block over that hole or, more sensibly, removing a block over one of the old jets.

Hopefully, this room is not going to erupt. I say, as if there isn't a massive volcano right next door.

More vines with stuff inside. Even enemies!

Not that the items were any good. Mushroom and Fire Flower? It's not Chapter 1 anymore, game.

Tugging on this vine gets us through.

Random Star Panel in this room, just to keep you on your toes.

That's because this room is being guarded by enemies.

This is a White Magikoopa. He's one of the magicians in the Koopa clan. White robes, huh? How does he keep 'em clean? Max HP: 11, Attack Power: 3, Defense Power: 0. He's a healer. When he magically heals one companion it recovers 5 HP, and when he heals all of his companions at once, they all recover 3 HP. You'd better take care of this guy but fast.

And that is our first regular Magikoopa, the one wearing white (Lv. 21). While the blue-robed variety first appeared in Mario World, Magikoopas wearing differently coloured robes are found exclusively here in Paper Mario, the baseball games, the Mario & Luigi Minions sub-games, and Puzzles & Dragons. White Magikoopa, specifically, is in TTYD and the Minions games.

Magikoopas appear only in formation with other enemies- they're not on the field. Each colour of Magikoopa has one special trick it can do, and where possible, it will always do that trick instead of attacking. Most Magikoopas cannot buff themselves or other Magikoopas, but I believe the White ones will. If a Magikoopa gets a turn while it is the only enemy on the field, it will run away- if there are multiple Magikoopas on the field but no other enemies, they'll stay.

Now seems as good a time as any to use the Stop Watch.

Three out of four isn't horrible.

It turns out Stop Watches actually have a four turn timer by default: Putrid Piranhas are not more susceptible to it (the odds are a reasonable 85%), it is the Magikoopa who has a -1 turn timer (and 90% odds).

Right, you need to go away.

And now we pick apart the rest of the formation.

...Dangit, the free one poisoned me.

At least these two couldn't do anything.

With that over, it is time to get to Raphael the Raven's massive home tree.

I have no idea what the Save Block is for. There's nothing dangerous coming up.

At the top of those massive steps is another climb around the outside, with a branching path for this extra copy of Happy Heart. Having two Happy Hearts equipped makes it so a Happy Heart trigger restores 2 HP.

To get up to Raphael, we need to enter this part and climb up the inside again. I'm sure, if we fall down, we go back to the Save Block. I am not interested.

It might have something to do with the ancient relic needed to open the way, the complex path to follow, and the giant tree to climb. Just as a guess.

He's Raphael the Raven, the guardian of this jungle. Look at the size of this guy! He's enormous! I bet there's nothing he can't do. Doesn't he seem trustworthy?

...Probably counting entirely on people who didn't play Yoshi's Island? Then again, it's not like Raphael seemed all that hostile there. Ravens were more obstacle than active aggressor, although Raphael had attacks to use.

Raphael the Raven did not speak in Yoshi's Island, nor was it remotely indicated he had any intelligence to speak of, positive or negative. They've given him not only a voice, but a quirky personality to go along with it. This is the only game in which Raphael the Raven has something to say.

No, Charles.

Don't worry, we already did our errands. Also, we don't have to climb that tree a second time. They know we're anxious to finally get into the volcano.

He's not joking about this. There's no real reason for him to wait on it, but we want that extra goody.

Importantly, it has nothing to do with getting us into the volcano. Raphael will also be doing something about that, he just has an extra trinket gathering dust in his collection.

Summon the ravens! This red sprite is, of course, a remnant from his time as a boss fight- he turned red when he took damage, getting faster.

I ... think these are the same ravens from the village? Not that it matters, I'd expect him to have more than that anyway.

He says this, but this is purely for the benefit of the Ravens. His speech is delivered entirely by beak flaps.

...I would've gone with "priority one". We're under no time pressure except from the volcano's eruption, so unless you know something about that we don't, we can wait as long as necessary. But yeah, the way they write Bowser makes "this is urgent" an appropriate sentiment.

And off the tree they jump.

Don't worry, it's safe to follow them. Both from a "no fall damage" and "there's nothing we need to climb back up for" sense.

We even bounce on this bush. Although whether that'd actually break our fall is another question. Well, OK, not really, Mario physics are their own beast.

Raphael does his ground pound attack, and a root of the tree bounces out of his path. This is definitely Mario physics. Well, OK, even Mario would raise an eyebrow at this.

By the way, this comes out right next to Yoshi Village. I feel like that Simpsons joke where Burns goes through all the security with Smithers and then chases a dog out the fly-screen door of his secret room. Speedrunners have figured out how to use Parakarry to clip out of bounds and use that loading zone to skip straight to this Raphael sequence.

Whatever the Ravens have in mind, now's the time and this is the place.

...Once that fifth raven makes it up the tree.

"It'll be pretty much done as soon as you close the next textbox."

...You want a cuppa tea?

And we're done.

Yes, our system is a simple pulley.

Yes, Kolorado. He mentioned that.

...Can he hear Raphael? I assume so, there's no indication that Raphael is speaking his native language, nor does Mario offer any indication that he should be able to speak it.

He really is that foolhardy. Oh well. He can test it for us.

Raphael seems to think no higher of him. Infinite wisdom is of little help when you're talking to people without.

Hell yes. The Ultra Stone will allow a Super Block to increase the rank of a Super Rank Party member to Ultra Rank- and although its description implies it's one-use, it works for all of them. Our partners have been falling behind a little bit, and this'll get them back up. It also provides another window of opportunity for our rank-up choices to matter.

  • Goombario: Headbonk now does 3+3 damage. Goombario learns Multibonk, a 3 FP attack that functions identically to Power Bounce. This is why Charge might help him, although this is something I will never use intentionally.
  • Kooper: Shell Toss now does 5 damage, and Power Shell does 4. Important to note, that will trip you up if you don't notice. Kooper learns Fire Shell, a 5 FP attack allowing him to hit all grounded enemies with the fire element at 6 damage. Not good now, but might be good later...
  • Bombette: Body Slam now does 5 damage, and Bomb does 7. Bombette learns Mega Bomb, exploding on all enemies on the screen for 8 FP. A bit of an unfortunate state that she really doesn't have variety, but you can't deny it's effective.
  • Parakarry: Sky Dive now does 5 damage, and Shell Shot does 7. Parakarry learns Air Raid, allowing him to hit all enemies on screen for 6 damage at 6 FP. Kinda better than Mega Bomb from a practicality perspective, but also not great.
  • Lady Bow: Smack now lands 6 blows, for 6 damage total. Lady Bow learns Fan Smack, where she slaps the enemy silly with her ojou fan instead, dealing five blows rated at 2 damage each (10 total). Although this costs 5 FP, this is a boss killer on anything that forgets to pack Defence, and a good reason to start thinking about how much FP we have.
  • Watt: Electro Dash now does 5 damage. Watt learns Mega Shock, a 5 FP attack that attempts to apply the Shock status to all enemies on the screen. Effective, if you know when.
  • Sushie: Belly Flop now does 5 damage, Squirt now does 7. Sushie learns Tidal Wave, a 6 FP attack that hits all enemies on the screen with a water element. This attack has a peculiar Action Command which I am bad at due to the peculiarities of recording, but the damage scores I am seeing range between 0-14, depending on your skill. If you can consistently hit at least 7 damage, congratulations, Sushie does end up better than Parakarry.

He tutorialises what I just went over in here. Don't worry, I'll take that advice to heart. We'll have some awesome party members before long.

Over and out.

...Thank you, Misstar.

And off he wanders.

I head back to the village, and reorganise my inventory so the Snowman Dolls are in it.

It's not just a pulley, but a pulley and zipcord. In our defence, the Ravens can fly over, we can't do anything on this side to make the bridge without having actually... been on this side, which is our goal.

Now... the volcano awaits! This can only be ominous.

...Robot Putrid Piranha, why not? I assume it's not literally a robot, just speaking as if he were one, but still.

Kolorado, proving he has absolutely no sense of self preservation. Perhaps even negative self-preservation: He recognises that danger = good things, and so goes towards it at every opportunity.

He steps onto the platform, and proves it's of the variety that sinks if there's any weight on it.

Of no consequence to us, though.

This platform sails from one side of a lava river to the other. This one won't sink, thankfully.

This is a Lava Bubble, a fire ball monster. Lava Bubbles live near lava. Max HP: 9, Attack Power: 4, Defense Power: 0. They are obviously pretty hot, so you'll get hurt if you try to jump on 'em. They sometimes attack your friends (like me!), too. The power of that attack is 2. Because of their fiery nature, they fear snow and water.

Lava Bubble (Lv. 17), also known as Podoboo, is one of Mario's least recognised of his major menagerie. This enemy has appeared since Super Mario Bros., but because its usual shape is a fireball with eyes (if it even gets the eyes), only the dedicated Mario fans recognise it as an iconic enemy and not a generic obstacle. Then again, the most important the fact that it was an enemy ever became is in Super Mario Odyssey, where you could Capture one- and even then you can Capture inanimate objects just fine.

In this game, they are the fire enemies the game has been warning you about throughout Chapter 5. They are basically stronger Pyro Guys, though- they have that neat "hit your partner" trick, but everything you learned to take on Pyro Guys works here. Except now you'll need to do it in bulk. Fortunately, Sushie is an excellent tool we didn't have beforehand. Note that Hammer 3HKOs without any attack bonuses, and Sushie can't oneshot with Squirt until she's Ultra Ranked.

They are weak to Zap Tap, somehow.

Well, when they're not telling me to fight them one vs all.

Another zipline, although this one's not attached to anything. They do get some interesting mileage out of ziplines, mainly for one thing: You can abandon a zipline at any time, dropping immediately downwards.

For now, though, this is the cave I want to visit.

At the end of a short hallway of Fire Bars is a Super Block. There are two Super Blocks available in Toad Town (the one we found after Chapter 3 and a new one that requires Sushie) that we could have gotten, but the game pretty clearly expects you to only use the ones available in Mt. Lavalava for your first Ultra Ranks. Most people tend to make Sushie one of their first Ultra Ranks. This is a sensible decision and I endorse it.

I want Bow, though.

This is Spike Top. Spike Tops have spikes on top. Duh! Max HP: 4, Attack Power: 3, Defense Power: 4. They're tough, just like Buzzy Beetles, and fire attacks don't affect 'em at all. But their defense power drops if you can flip 'em over.

Spike Top (Lv. 17) is a stronger variant of Buzzy Beetle first appearing in Super Mario World. Unlike Buzzy Beetles, which patrol territory like Koopa Troopas, Spike Tops will climb up walls and crawl along ceilings if they encounter them, making them a frustrating opponent depending on what bit of land they call home. In this game, this behaviour goes untapped (I don't even think Spike Tops can appear on the ceiling at all!), and they are basically just Spiky Buzzy Beetles.

With two Atk buffs, Quake Hammer oneshots all Spike Tops.

This row of ? blocks happens to be entirely single coins. No secrets at all, weirdly.

Mario showing off Ice Power allowing him to jump on a Lava Bubble. If you have one Atk buff, this is a oneshot.

Super Rank Watt can oneshot the Spike Tops. They kinda forgot to give them teeth, huh?

...Oh. Is it time?

This zipline has the first reward for dropping down early. I believe an error in the way I recorded means I wound up skipping it for now- I got it on my first run, and failed to remember I reset to an earlier state later. We can live without.

West is our next direction.

Another one. We must be getting close.

Here, we have a bit of a trick: Parakarry over the lava fall here.

And then push these three blocks into the river.

That'll drain the lava down here so it's a width Parakarry can fly over. Mario cannot hop over that small stone railing on the top side.

Here, though, we don't have enough blocks to make it all the way over.

So we've got to improvise.

This is a Red Magikoopa. He's one of the magicians in the Koopa clan. Snappy red robes, huh? Max HP: 11, Attack Power: 3, Defense Power: 0. He can magically increase the attack power of others. Take care of him before he can pump up his companions!

Red Magikoopa (Lv. 21), the most common Magikoopa robe colour (although all this means is that he's in SMRPG too as a boss) will attempt to apply a +1 Atk buff to any enemy he is on the battlefield with. Here, we also see him flying on a broomstick- hit him once and he falls to the ground.

And in range of Power Shell.

Another White one in this fight. This one has also noticed there's nothing for him to heal, so he's decided to go on the offensive. For some reason, grounded Magikoopas can teleport over you and smack you with their wands, an attack that I'm sure has to have some bonus effect to make up for how absolutely dumb it is.

A big chest in a room we can't get out of?

It's Ultra Hammer time. The Ultra Hammer can destroy the metal blocks we've been seeing, does 6 damage in battle at base (with Ice Power and one Atk up, Hammer now oneshots Lava Bubbles), and also has the neat little side effect of also being able to flip Star Panels.

We'll be focusing on that first bit, though.

Starting down here.

...Oh, this is going to be a fight that goes places.

Thank goodness for Power Shell.

Dizzy Stomp (1 BP) is the equivalent to Sleep Stomp and Shrink Stomp- for 2 FP, Mario does a standard jump with a roll on the Dizzy table. Whether this is better than Sleep depends on the enemy.

I hate landing on enemies and scoring a "First Strike".

...And I mis-timed a Quake Hammer. Good thing All or Nothing isn't on. Note the Spike Top will get up immediately, despite the point implying it might be stuck.

Take that!

From this bottom level, there's two springboards to get back up to where the zipline is.

And I grab this prize, now that I remember I didn't grab it earlier. Fire Shield (2 BP) will protect Mario from fire element attacks, and also allow him to jump on fire enemies. It's... honestly kinda worse than Ice Power? It does have its uses, though... especially when you remember Bowser's signature move is fire element.

...Did I just not step on a trigger to get him to appear sooner? This feels like a line I should've got before going looking for the Ultra Hammer.

Because it just makes Kolorado look dumb otherwise.

Not that he had any shortage of that.

Glory and... a zipline.

Kolorado has failed to notice the zipline. I have no idea what his plan was- although somehow I feel like this would happen even if he did try the zip.

So long, Kolorado.

(He survives this.)

That beam of light up above should tell you where you need to drop to hit this Super Block. You must drop down to this one. I have chosen to use it on Watt, and despite the lack of obvious targets, I recommend that you use one of the Mt. Lavalava ones on her, too. Although considering the target, it may not be that worth it, in the end. She should definitely be one of the first ones you do, though.

I really wish the standard partner attack did 6 damage sometimes. I imagine they had good reason to keep it at 5- probably related to balancing Bow- but still.

That'll come in handy.

In addition to flipping the panels, Ultra Hammer also makes a good tool for dowsing for them. Now, when you swing the hammer close enough, you'll make the panel pop up.

Don't worry, he'll be back on his feet as soon as he's off-screen.

(I thought he had a new Tattle while injured, but turns out no.)

Now to finish the zipline.

That's a Spiny Tromp, a rolling variety of the classic Thwomp (and from the looks of it, the only Thwomp-like enemy in the original Paper Mario). He shows up to chase you down this hallway, although I think he doesn't come back if you want to go back up later.

Speedy Spin easily outstrips him.

Yay, more HP for the road!

Another Spiky Tromp up there. Although it looks like it won't take much to get it rolling. (Although it has way too much leeway to the left for that to fully be sold by visuals alone.)

It's nice to just say no to half this formation.

It's impressive how you can keep getting back on your feet after all these comedic injuries. But still, mate, I'd see a doctor after this.

...Well, it's nice to know there's more to the end of this hallway than a dead end.

This block takes so long to push that it's good to know there's good reason.

And then like eight Metal Blocks.

Release the Spiny Tromp!

...I need one of those shirts that says "I'm an expert. If you see me running, try to keep up."

At least the end is no longer dead, although perhaps Kolorado is.

...I think this is literally the next room over.

He's dead wrong, of course, and I think you don't even have to follow him to check.

Star Panel here, can't forget this one.

...Well, we can't deny Kolorado one thing. There were items over here. In fact, since there are no items where the boss is (Misstar does not count as an item, despite being more valuable), one can argue Kolorado's treasure detector is functioning just fine.

They're utility items. Not that 10 HP really cuts it anymore.

Let's go find something worth writing home about.

Boss time, and we're going all out on offense and fire protection. Dodge Master is because this boss has a peculiar position on the screen and I'm worried about hitting my Jumps.

We haven't seen you again, haven't we?

Code Red Cap.

Say hello to the boss. This guy is a bit interesting in terms of his origin: Yoshi's Island fans might recognise him as Naval Piranha, the giant Piranha Plant boss of World 3, but living in lava and lacking his trademark navel. Although, aesthetically, he probably is a reference to him, he has no relation. His Japanese name, however, is shared with what we know as "Fire Piranha Plants"- the Piranha Plant variation that shoots fireballs at passersby.


It talks! I have a strange suspicion these guys are the only talking Piranha Plants in the whole series.

In between all the weirdness of "the Piranha Plant we just met is talking", we get a nugget of lore: Bowser gave him the volcano in some way (probably why it's suddenly become so active) in exchange for guarding Misstar. Hopefully that means the eruptions won't be such a big deal after we're done.

This is a Lava Piranha. Lava Piranhas are plants that can somehow survive in lava. Max HP: 40, Attack Power: 5, Defense Power: 0. They blow out huge balls of fire to attack. That is one big flower! Wow!

Lava Piranha (Lv. 45) has one plan: Shoot you with fireballs. Despite what you might think, though, he is not actually considered a fire enemy, and Ice Power isn't boosting my attack.

As a side note, Goombario says "somehow survive in lava". This is a holdover from the Japanese version- since it is supposed to be a regular Fire Piranha Plant there, his surprise that it lives in lava is warranted.

This is a Lava Bud. Lava Buds are little flowers branching out from the main stem of the Lava Piranha. They love it in the lava. Hey, if you were a fiery plant, you'd love it in there, too. Max HP: 8, Defense Power: 0. They blow small seeds or other projectiles to attack. The small Lava Buds' attack power is 4.

Those two things beside it are Lava Buds (Lv. 1), and they will also spit fire at you as their only attack. Unblocked, that's 13 damage a turn. He may not have variety, but you will need to have a plan or die. Fire Shield is -3 damage right there.

Lava Piranha's theme is Go, Mario, Go!. I'm not really a fan of this theme, although that is at least somewhat intentional on the composer's part.

Remember, I have two Power Pluses and All or Nothing. 5 damage is not adding Ice Power.

I'm not blocking as much as I'd like.

Plan time! -3 damage for Water Block, with some extra minuses based on how much this blocks fire attacks.

This seems like an interesting way to have this happen.

...It would be nice if I had taken note of whether this was the Lava Bud or the Lava Piranha.

Anyway, I'm done here.

See, Star Points!

It even pans over here for the chime. Although...

Now that is our boss.

This is a Lava Piranha. Lava Piranhas are plants that can somehow survive in lava. Max HP: 40, Attack Power: 7, Defense Power: 0. Since their bodies are on fire, you'll take damage if you step on 'em. Don't worry if you're fireproof. They'll try to burn you with their fire breath. They're creatures born of fire, so water attacks will work extremely well against them.

This is a Lava Bud. Lava Buds are little flowers branching out from the main stem of the Lava Piranha. They love it in the lava. Hey, if you were a fiery plant, you'd love it in there, too. Max HP: 8, Defense Power: 0. They blow out Petit Piranhas. The Lava Buds' stems themselves won't attack you.

Lava Piranha and Lava Bud are now on fire, although this is a shield for Lava Piranha and a change in effect for the Buds. Now we take differing amounts of damage every turn, depending on what you've done.

For Phase 2, Lava Piranha's theme gets a kick up a notch with a remix of Go, Mario, Go!. This one feels more my speed.

HP has also fully restored. That's 80 HP total, making him have the highest HP of all seven chapter bosses (General Guy, if you sum up all enemies you have to fight in total, has 79 HP). Don't worry, the bosses of 6 and 7 are much harder.

With that said, now that he has a fire element, he is weak to Ice Power, taking 7+7 damage from a single Jump. When he's ignited, at least. Hitting him with water or ice stuns him and turns off his fire.

Belly Flop! Because switching to Bow was too hard. I do have Quick Change.

And Kolorado is ready to pitch in!

Kolorado runs into the battlefield, readies himself for a body slam (he's a Koopa Troopa, has he not considered Shell Toss?), and immediately falls into the lava.

At least you tried, question mark? Look, I'm all for doing as much as you can and no more, but you didn't even attract Lava Piranha's notice.

This is a Petit Piranha. Petit Piranhas spew from Lava Buds. Max HP: 1, Attack Power: 6, Defense Power: 0. These things can do some serious damage, so watch it!

New enemies! Petit Piranhas are tiny little piranha-themed fireballs, and the Lava Buds will spawn them every other turn. This makes Lava Piranha hurt even more in a flurry of attacks, but not every turn.

Do you wanna build a snowman?

The Snowman Doll does +2 damage to Fire-element enemies, and also Lava Buds have the same issue of being stunned if hit with ice. Lava Piranha phase 2 is trivialised by Tidal Wave and Snowman Dolls.

Lava Piranha has been reignited, although he can't shoot fire in the same turn.

Oh no, question mark. Although it looks like it was an extra -1 for fire attacks on Water Block, judging by my HP.

Reigniting has made him vulnerable to Ice Power.

And now he's almost dead.

Trivialised by a Snowman Doll. I didn't even need two.

Of course I use Squirt. Although Belly Flop could've done just as well.

You get another set of Star Points for phase 2. Lava Piranha is the same level as he was in Phase 1.

And the plant sinks into the lava. Whether it is burned to a crisp or just lying dormant depends on the mechanics of how Bowser handed over that control of the volcano.

...Huh, what's in there?

Star Spirit was here.

I'll be taking this, then.

Venturing deep into the steaming Mt. Lavalava, Mario and friends plucked the Lava Piranha and rescued the fifth Star Spirit, Misstar, from a fiery fate. But the "treasure" Kolorado is looking for is yet to be found. Wherever could it be? What's that...? Something... strange... is going on around here...

...

What happened to the Peach segment?

Well, that's bad news. We are now trapped in an active volcano.

...Uh oh.

Well. Only one way to go.

Misstar lucked out, out of the Star Spirits. She gets her own plot section with Kolorado.

...I don't think Mario has much in the way of starfish enemies. Donkey Kong does, but Mario doesn't. Considering the importance the Star Spirits allegedly have... do you do any research, Kolorado?

And Kolorado refuses to settle for "the real treasure was the friends along the way".

...Are you really going to go under that lava? I'm sure Misstar can vouch for the lack of treasure.

The volcano has begun trembling in earnest. There was a bit of tension already, but now we are absolutely in danger.

While I would not be surprised that the Yoshi Kids have found and set off fireworks, this has to be willing ignorance at this point, mate.We are in an active volcano and there are earthquakes. There's not many false alarms you can have, and very few you should prepare for.

...How did you-

Oh.

...Well, OK, we scoff, but in this situation, any treasure in this room is likely to be destroyed. So if we can find it, it's now or never to keep it.

The problem being, of course, we're not keeping anything if we're going to die.

Unless Sushie is ready to learn how to swim in lava.

Not just that: a "slight wind" suggests there's a room with a connection to outside.

For some reason, if you Talk to Kolorado at this exact moment, he makes the sensible thought: We're not doing anything but escape.

She's the Star Spirit, Misstar. She was imprisoned by Bowser in Mt. Lavalava. Her life must've been really tough recently. But she still looks pretty. ♥♥♥ Boy, she makes me see stars!

This exact moment is also the only time in the game you can Tattle Misstar (or, I believe, any of the Star Spirits). Of course that's how Goombario reacts, though. Not that I can entirely blame him, Misstar is surprisingly cute for a star.

Anyway, let's get out of here.

In this room, lava rises as soon as you get on the stairs. It's not lethal, and if you get hit, you basically just get sent to the next cutscene anyway.

And Kolorado has found his treasure! Well, on a precarious plinth. One can only wonder how this came about.

Kolorado has abandoned the slightest shred of self-preservation he had earlier, rushing boldly to claim the treasure now that he's found it. To be fair... it's literally right there. With how high Kolorado is jumping, we could probably grab it if we tried and had more real physics.

Misstar grabs Kolorado, Mario and the partner.

And flies out the volcano the one direction we have.

The mouth.

Kolorado will be so pleased.

Next time: Gathering treasures.

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