Belome – Super Mario RPG Ep. 6

Welcome back to Save File Plays Legend of the Seven Stars! Last time, we liberated Mushroom Kingdom from Mack. We also got some Cricket Pie from the shopkeeper for Mallow’s Grandpa, which is pretty handy, since we’re headed that way anyway. To get there though, we have to head through the Kero Sewers. Now, normally, I hate sewer levels in any game, especially in RPGs, but this one really isn’t so bad. Let’s hop to it!

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First of all though, I’m going to try to talk to this hidden person as much as I remember. I usually only remember to do it when I’m required to go back to Mushroom Kingdom because of the story, but I’ll try to stop in often and see what s/he has to say.

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All right, we’re done here for realsies now.

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We’re now into the next section of the World Map! Our first stop is the Kero Sewers, but our ultimate destination is going to be Tadpole Pond, where Mallow’s Grandpa Frogfucius lives.

MUSIC: The Road is Full of Dangers

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Mallow: Grandpa says to watch out for “Belome,” whoever that is! It’s probably a little dark down there, so keep alert!

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And down he goes.

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Yeah, forget that.

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Okay, okay, let’s really do this.

MUSIC: The Dungeon is Full of Monsters

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The Kero Sewers aren’t that exciting. No real story or progression to be had here until the end.

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That note there explains how to go down pipes. It seems fairly obvious, but I think these are the first pipes we’ve encountered in the game. It’s just like any other Mario game though. Jump on it, and push down.

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The sewers are semi maze-like. There are a few treasures to be had though, so I’ll be making sure to explore all the paths.

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The Boos are the same as in any other Mario game as well. They hide their faces when you look at them. When you turn away, they’ll start coming after you.

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Big Boos have a physical attack. They might do something else, but I don’t know what it is, since I kill them so quickly.

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Shadows also have a physical attack, and they can Mute your characters, meaning Special Attacks are unusable. They also look kind of weird. I used to think that they looked kind of like owls when I was younger. Now they look kind of… gimpy.

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Aw yes, treasure!

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Aw, dammit.

MUSIC: Fight Against Monsters

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Pandorite here is a Monster-in-a-Box. He’s super weak to Jump though.

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As shown here.

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Pandorite has access to a regular physical attack, and Flame Wall.

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Another Jump nails Pandorite for 126 HP.

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He also has a move called Carni-Kiss, a nasty attack that ignores Defense. Here, it did 24 damage to Mario, which is almost half of his HP.

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With Mario doing over 100 HP every attack though, the Pandorite doesn’t last very long.

MUSIC: Victory!

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Mario hits Level 6 after that battle.

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He also gains his next Special Attack, Super Jump. Super Jump is a continuous attack, as long as you hit the button with correct timing, it can hit over 100 times, though it’s pretty difficult to do. There is also a reward for hitting it more than 30 times, and hitting it up to 100 times. I doubt I’ll be able to do it though, I’ve never been able to.

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Mario also snags an extra bonus to Attack and Defense with this level.

MUSIC: The Dungeon is Full of Monsters

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The party also gets a Trueform Pin for beating Pandorite.

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I switch out Mallow’s Wake Up Pin for the Trueform Pin, which gives a smidge more defense, and also prevents any sort of transformative magic, which we’ll see very soon.

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We can also fight the Gobis, a fishy enemy. They’re nothing to write home about though, they just kind of ram themselves into a party member.

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Here are some more new enemies, the Rat Funk and the Hobgoblin. The Rat Funks smack you with their tail or inflict Poison. The Hobgoblins also have a physical and an attack that inflicts Poison.

Also, I may not have mentioned it, but sometimes when you defeat an enemy, you get a bonus flower. Bonus Flowers have different effects, among them being Attack Up, Defense Up, HP Max, Once Again (which allows you another attack right away), and one more that I’ll show off when it comes up.

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We also get a Pure Water at the end of this battle. Pure Waters are pretty cool, they immediately one-shot any type of undead monster, no questions asked.

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The treasure chest that held Pandorite now holds Coins. 50, to be exact.

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Fighting my way through the sewers, Mallow hits Level 6 as well.

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He learns Psychopath, which allows us to see how much HP an enemy has. It will also show you some of their thoughts if you do it correctly. Kind of amusing, but I don’t know how much I’ll be using Mallow throughout the game. Though I WILL try and switch the party up a bit more than I normally would.

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He also gains a pretty sweet bonus to his Attack and Defense.

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This next room has a Warp Trampoline that automatically lets us exit the way we came, some Big Boos, and a button to press.

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Doing this opens up a new path for us to take. Of course, it’s also the CORRECT path to take, but I’ve missed some stuff that I need to grab first though.

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I manage to get another Flower, and a poorly placed Star. There’s only about 5-6 enemies that I can reach before it wears out, so no levels gained here.

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Eventually, we end up here.

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Mallow: Is that a fire hose or his tongue?!

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MUSIC: Fight Against a Somewhat Stronger Enemy

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Belome isn’t too tough of a fight. He has some tricks up his sleeve, however. Likewise though, Mario has learned a new attack that I will be putting to good use.

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I manage to hit Super Jump 14x, causing a pretty respectable 141 damage.

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I also use Psychopatch to check out his remaining HP. I guess that means he has 500 max. Also, that thought makes me kind of sad.

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Belome: Room service has been kind to me! Now, where’s my bib?

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He then proceeds to whap Mallow with his tongue. Mallow then returns the favor by socking him in the face.

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Belome: head full of straw, give me a scarecrow, rah rah RAH!

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He then hits Mario with the Scarecrow status, which locks you out from doing anything other than Defending or Special Attacks. Kind of a nuisance. It can eventually wear off on its own.

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But as Mario is the primary damage dealer, I have Mallow toss him an Able Juice, which cures him right up. We also get a Freebie, which means the item stays in our inventory even though we used it. Sweet!

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Belome: The hunger… the HUNGER!

He then proceeds to eat Mallow.

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Mario does not take kindly to this, and commences to smashing the crap out of Belome with a hammer.

Eventually, he spits Mallow back out.
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Belome: If you defeat me, you STILL won’t beat me! Beware the flood!

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Mallow: Er, Mario… do you hear something? Or is it just me? …WATER!!!!

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MUSIC: Let’s Go Down the Wine River

Just so you know, I was going to have this next part be in video, but the audio messed up, so we’re going to stay trve with the screenshots.

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So basically, Mario goes down the waterfall, collecting Coins along the way. There are also several Frog Coins to be grabbed.

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Mario can also fight against the current somewhat, going back up just a smidgen.

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Of course, this is only the first part of the Midas River.

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The next part is the barrel jumping course.

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The best pattern to collect the most coins is three times on the left, switch sides to the right, then switch back to 3 times on the left again, back to the right, etc.

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There are also jumping fish that you have to avoid, otherwise you’ll lose a bunch of your coins. I messed up here, unfortunately.

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Dude: Trade the coins you got from “Midas River” for “Frog Coins.” As a first time only bonus, I’ll give you 1 Frog Coin for 60 of your coins. If you dind’t know, “Frog Coins” are the green ones and Tadpole Pond’s got more info on them. You got 65 coins, so… You’ll get one Frog Coin for your trade in. I’ll hold your 5 extra coins. Here’s something I picked up. You can keep it for good luck.

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Oh, cool!

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Free +10 Attack upgrade for Mario!

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NEXT TIME: Tadpole Pond!


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