Mario Party 7 Walkthrough :
This walkthrough for Mario Party 7 [Game Cube] has been posted at 03 Aug 2010 by Ovedinho and is called "FAQ". If walkthrough is usable don't forgot thumbs up Ovedinho and share this with your freinds. And most important we have 2 other walkthroughs for Mario Party 7, read them all!
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Ovedinho |
Walkthrough - FAQ **************************
* MARIO PARTY 7 *
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FAQ by GavLuvsGA
Version 1.4 (22 JuLY 2006)
E-Mail Address: GavLuvsGA@aol.com OR XPhileScaper1121@aol.com. Write to
one of these, but please don't send the same e-mail to both addresses;
this is unnecessary and annoying.
E-Mail Policy Below
DO
*E-mail me if you have questions or hints relevant to the game
*Read the FAQ first to see if your question is answered
*Write legibly, and in English; if I can't read what you're saying, I
won't respond
*Put "Mario Party 7" in the title of your e-mail or I will assume you
are spamming me
DON'T
*Ask me questions about, or tell me about, things that are already
covered in my FAQ
*Attempt to contact me on AIM
*Request my nintenovip.com PIN number
*Send me spam or other e-mails irrelevant to the game
*Resort to hate mail because that is really childish
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REVISION HISTORY
****************
Version 1.1 (22 JUNE 2006):
---------------------------
*Finished listing 1 v 3 Mic Minigames
*(Almost) completed Duty Free Shop Listing
*Completed King of the River Guide up to end of Normal Mode
*Corrected error in King of the River Guide ("Take Me Ohm" mistakenly
listed in place of "Royal Rumpus")
*Started Secrets Guidee
Version 1.2 (24 JUNE 2006)
--------------------------
*Completed King of the River section
*Revised description of "Picture This"
*Added "Souvenir Secret"
*Added guide to "Bananas Faster"
*Added Frequently Asked Questions section
Version 1.3 (3 JULY 2006)
-------------------------
*After several (ie two) people with far superior Mario knowledge
pointed it out to me, I removed the false claim that Dry Bones first
ppeared in Paper Mario: The Thousand Year Door
*Added a section regarding the trampoline in Windmillville
Version 1.4 (22 JULY 2006)
--------------------------
*Corrected another erroneous claim that Bandit first appeared in
Paper Mario: The Thousand Year Door
*Added tips on Kung Fu Falls
*Corrected an error whereby I typed "Magic Lamp" instead of "Flutter
Orb".
***************
CONTENTS
*1: Characters*
*2: Spaces and Common Events*
*3: Orbs*
*4: Party Cruise Walkthrough*
*5: Solo Cruise Walkthrough*
*6: Minigames*
*7: Mini Game Mode*
*8: Deluxe Cruise*
*9: Duty Free Shop*
*10: Secrets*
*11: Frequently Asked Questions*
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1: CHARACTERS
************************
**********************
********************
******************
MARIO
*****
Everyone's favourite plumber, formerly known as Jumpman!
LUIGI
*****
Mario's brother
PEACH
*****
The princess of the Mushroom Kingdom and Mario's girlfriend
DAISY
*****
Another princess
YOSHI
*****
My favourite Mario character, the lovable green dinosaur.
BIRDO
*****
It was only a matter of time before Birdo showed up in a Mario
Party game; Birdo is a strange-looking female dinosaur. (YOU NEED
1000 CRUISE MILEAGE POINTS TO UNLOCK BIRDO FROM THE DUTY FREE SHOP)
BOO
***
Added to the cast of playable characters in Mario Party 5, Boo is a
ghost.
DRY BONES
*********
A skeleton Koopa, first seen in many of the classic Mario games (yes,
as many people have pointed out, my original claim that he is from
Paper Mario: The Thousand Year Door was incorrect).
(YOU NEED 1000 CRUISE MILEAGE POINTS TO UNLOCK DRY BONES FROM THE DUTY
FREE SHOP)
WARIO
*****
Mario's greedy rival.
WALUIGI
*******
Wario's brother.
TOAD
****
Became a playable character in Mario Party 5; Toad is Peach's steward
and one of many toads found around the Mushroom Kingdom.
TOADETTE
********
Introduced in Mario Kart: Double Dash, and also in Mario Party 6,
Toadette is a female Toad.
NON-PLAYABLE CHARACTERS
DONKEY KONG
***********
Donkey Kong was the star of Mario's original game, where he kidnapped
the princess and threw barrels at Mario (or Jumpman). Now he helps
Mario and friends when they land on his space.
BOWSER
******
The King of the Koopas and Mario's enemy, Bowser likes to disrupt
the game.
MINI BOWSER
***********
Also known to many online fans as "Koopa Kid", Mini Bowser (formerly
Baby Bowser) is Bowser's minion and also causes trouble on the
boards.
TOADSWORTH
**********
Toadsworth is an upper-class English toad, who hosts the board maps.
************************
2: SPACES AND COMMON EVENTS
************************
**********************
********************
******************
BLUE SPACE
**********
You will receive 3 coins.
RED SPACE
*********
You will lose 3 coins.
? (HAPPENING) SPACE
*******************
A different event will take place, depending on the location.
MIC SPACE
*********
You will play a Bonus Mic Game; you will wager a number of coins
(your choice) and if you win the game, you get double that number back;
if you lose, you lose the coins, though - so be careful.
Toadsworth will show you a number of cards (up to five) and each has a
different fruit on it). Remember what the fruits are and he will tell
you to say which fruit is on each of the cards in turn. If you get them
all right, you double the number of coins you wagered.
DUEL SPACE
**********
Duel an opponent, be be warned; duels are different here than before
as you don't choose what you wish to bet before the duel. Instead, once
a winner has been decided, the winner stops a roulette to see what
they receive from the loser - coins or a star. Be warned, it is
possible that a red "X" will appear, meaning the winner gains nothing
whatsoever.
DK SPACE
********
Donkey Kong will start a single player or multi player minigame. In a
single player minigame, Donkey Kong will decide on a prize you get for
winning (including a star), while in the multiplayer games, you win
coins for the number of bananas you collected.
MINI BOWSER SPACE
*****************
If you land here, Mini Bowser will appear and trigger events:
CURSED MUSHROOM
---------------
On your next go, you can only throw numbers 1-5.
MINI BOWSER REVOLUTION
----------------------
It's not called this, but it's just like the Bowser Revolution from
the previous games; every players' coins will be redistributed equally,
so not good if you have many more coins than your opponents.
COIN SWAP
---------
Mini Bowser will swap your coins with that of another player; this can
be good or bad, depending on how many the other player has.
SHUFFLE
-------
The positions of the four players will be shuffled.
ORB SHUFFLE
-----------
Shuffles everyones' orbs.
BOWSER SPACE
************
Bowser will make you play evil single or multi-player mini games.
STAR SPACE
**********
If you pass this, you can usually purchase a star for 20 coins, though
on some boards the rules will be different.
ITEM SHOP
*********
Purchase orbs as you pass. You can hold up to three orbs at a time.
BOWSER SHOP
***********
If Bowser opened his item shop, he will sell you useless items; either
as the Golden Bowser Statue (from the original Mario Party), which will
then be stolen off you by Mini Bowser, or Mini Bowser Orbs, which will
be used by Mini Bowser. Once he does this, he will abandon his shop,
which becomes a normal item shop again. If you pass him with no coins,
he will give you 10 coins - and keep his shop in place for the next
victim.
BOWSER TIME
***********
Every time you play a minigame, Bowser's rage increases; when the rage
meter is filled up (every five turns), Bowser Time will take place.
Events that may occur are:
BOWSER SHOP
-----------
Bowser will demolish an item shop and build his own where he makes you
buy useless items (see above).
BOWSER'S SOUVENIR PHOTOGRAPH
----------------------------
This one takes maybe longer than necessary, but is good for a laugh.
Bowser will get one of those placards with holes for peoples' faces in
and the characters will gullibly stand behind it (the pictures look
absolutely hilarious because of the silly expressions on their faces).
Bowser will charge each player for 10 coins for a copy of the
photograph (if Bowser "accidentally" got into the picture, he will
make you pay 20 coins each, then - like all good scam artists - he will
do a runner without giving you the photograph, at which point
Toadsworth points out that you all got conned.
BRIDGE BREAKING
---------------
Bowser will break a bridge (or bridges); on Grand Canal he will build
his own, but it it will be covered in Bowser spaces, on Pagoda Peak, a
gap will be left in the board and players can end up getting stuck; on
Pyramid Park he breaks both bridges using a sandstorm for three turns,
and this can trap players on either side of the board.
EXERCISE
--------
In Pagoda Peak, Bowser may decide to do some exercise - by jumping off
the mountain and causing an Earthquake that sends all players some way
down the mountain.
STEAL STARS
-----------
On Pyramid Park, Bowser likes to steal a star from the player in first
place. He will entrust it to Mini Bowser, who will sit in a specific
location. You can steal it back using a Chain-Chomp.
SANTA BOWSER
------------
In Neon Heights, Bowser may choose to steal coins from everyone - or a
star from the player in first place and place it in one of the chests,
somewhere on the board. If you manage to find this, it's yours. Be
warned; sometimes he will place a Z-Star (or Ztar) in one of the
chests, and if you find this, you will lose a star (though if you have
none, your total remains at zero).
STEALING COINS
--------------
In Windmillville, Bowser will sometimes send Mini Bowser to one of the
windmills, and he will run off with some of the stored coins.
WINDMILL BREAKING
-----------------
In Windmillville, Bowser may demolish a windmill at random and steal
all of the coins inside; the windmill will be rebuilt, but with no
coins inside - and therefore no owner.
ISLAND SINKING
--------------
In Bowser's own board, Bowser likes to sink the island with the star on
it; the star will then move, and any player on that island loses half
of their coins. The island stays sunk until Bowser sinks another
island.
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3: ORBS
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Orbs can be obtained from Orb Spaces on the board, or bought from the
Orb Shops, which are hosted by:
Grand Canal - Singing Shy Guy ("Whassamattayou?")
Pagoda Peak - Kung Fu Koopa
Pyramid Park - Desert Goomba
Neon Heights - Top Hat Shy Guy
Windmillville - Koopa Shepherdess
Bowser's Enchanted Inferno - Steel Goomba
Orbs sold in shops vary in price (see Secrets section, below)
SELF ORBS
*********
Use these orbs on yourself.
MUSHROOM
--------
Move with two dice blocks. Should be used to get close to a star or
chest, or escape from a Chain Chomp. Try not to use if you have too
few coins to open a star or box.
ADVANTAGES: Getting two identical numbers gets you 10 coins; getting
two sevens gets you 30 coins; helps you get the running star if you
are lucky
DRAWBACKS: Doesn't guarantee that you will move far
SUPER 'SHROOM
-------------
Move with three dice blocks.
ADVANTAGES: Getting three identical numbers gets you 30 coins; getting
three sevens gets you 50 coins; helps you get the running star if you
are lucky
DRAWBACKS: Doesn't guarantee that you will move far
SLUGGISH 'SHROOM
------------
The dice rolls slowly and you can choose what you throw easily. Try to
hit the dice when the number just before the one you want shows up,
and that should help you get what you want.
ADVANTAGES: Helps you avoid traps, and ensure you pass stars, and help
you to get the running star or land on particular spaces
DRAWBACKS: None, really
METAL MUSHROOM
--------------
Turns you to metal and helps you avoid roadblock orbs in your way.
ADVANTAGES: Avoids roadblock orbs
DRAWBACKS: None really
FLUTTER
-------
Having taken over from the Mushroom Genie, Flutter will take you to the
star space; you still need to pay for the star, though, so make sure
you have enough coins before using this orb.
ADVANTAGES: Takes you to the star
DRAWBACKS: You still need to pay for the star
CANNON
------
Only available in Pagoda Peak; will boost you towards the top of the
mountain.
ADVANTAGES: Can send you a long way up the mountain if you are lucky
DRAWBACKS: Could send you a long way up too soon, and you could reach
the top with too few coins to buy the star; sometimes will only send
you a few spaces
LAKITU
------
Only available in Neon Heights; Lakitu will bring a treasure chest to
you. Very useful if there is one box left on the board, as you know
this will contain the star
ADVANTAGES: You open the treasure chest free of charge
DRAWBACKS: You don't choose which chest Lakitu takes
SNACK
-----
Only available in Pyramid Park; for the next three turns, you will
prevent the Chain Chomps from stealing a star from you (once a chain
chomp tries, then the effect wears off). Unlike in previous games, this
is NOT used automatically; you have to have it in effect, so use it
wisely, and when someone seems like they are about to run over you.
ADVANTAGES: Prevents Chain Chomp attacks
DRAWBACKS: None, really
THROWN ORBS
***********
Throw these on a space and anyone who lands on that space will suffer
the consequences. You can throw these on opponents' spaces and even
on Mini Bowser spaces. If you land on your own space, you get five
coins. If the space you chose ends up as a star space, then it will
revert to its original form afterwards.
HAMMER BRO
----------
Hammer Bro. will show up and do a rather unnecessary juggling act
before throwing hammers at you and taking 10 coins (or all the coins
you have if you have less than 10), then will give them to the owner
of the space.
ADVANTAGES: You get 10 coins
DRAWBACKS: None, really
PIRANHA PLANT
-------------
An opponent who lands here gives you half their coins.
ADVANTAGES: You can get a lot of coins from this
DRAWBACKS: None, really
SPEAR GUY
---------
An opponent who lands here throws a dice to see how many coins they
give you, then Spear Guy stabs the coins out of them.
ADVANTAGES: You can get coins from opponents
DRAWBACKS: None, really
KAMEK
-----
Kamek turns up to three of the opponent's spaces (less only if the
opponent doesn't have enough spaces) into your own spaces.
ADVANTAGES: You can steal useful spaces from opponents
DRAWBACKS: If the opponent has more then three spaces, the ones that
become yours are chosen randomly
TOADY
-----
Toady gives you one of the orbs from an opponent who lands on the
space.
ADVANTAGES: Your opponents can lose items such as Flutter Orbs
DRAWBACKS: You don't get the orb that was taken
MR. BLIZZARD
------------
An opponent who lands here loses every orb they hold.
ADVANTAGES: Your opponent loses all their orbs
DRAWBACKS: You don't actually gain any orbs
BANDIT
------
Only found in Windmillville; a Bandit (further to my claim that
Bandits first appeared in Paper Mario: The Thousand Year Door, gtgywall
tells me they first appeared in Super Mario World 2: Yoshi's Island)
will steal some of the opponent's coins from one of their
windmills, and give them to you.
ADVANTAGES: Can help you steal Windmills from opponents and you get
coins
DRAWBACKS: None, really
PINK BOO
--------
An opponent who lands here gives you a star, or 20 coins if they don't
have a star. It is a good idea to use these ASAP when you get them in
order to avoid any risk of losing them.
ADVANTAGES: Can steal stars or coins from opponents
DRAWBACKS: The price, I guess (20 - 30 coins)
ROADBLOCK ORBS
**************
Any opponent who passes these will set them off, and then the spaces
will return to normal.
SPINY
-----
The opponent loses 10 coins (but doesn't give them to you like in
previous games).
ADVANTAGES: Your opponent loses coins
DRAWBACKS: You don't get coins, and the item is wasted if the opponent
has no coins anyway
ZAP
---
An opponent will lose three coins for every space after passing this;
a good place to put these is close to a star space, such as the top of
Pagoda Peak, for example.
ADVANTAGES: Your opponent can lose a lot of coins
DRAWBACKS: If your opponent's turn finishes soon after the space, or
they have few or no coins, its a bit of a waste of an item
TWEESTER
--------
The opponent will be blown to a random location.
ADVANTAGES: Can send an opponent away from the star
DRAWBACKS: Could backfire if the opponent is sent closer to the star
THWOMP
------
A Thwomp (this time in the traditional form from the old Mario games)
will appear and Thwomp the player, stopping them in their tracks. Place
these on red spaces for maximum annoyance.
ADVANTAGES: Stops opponents in their tracks
DRAWBACKS: If you placed it before a star location, it could backfire
on you if, for example, the star appears in front of the opponent
before their next turn, whereas otherwise they would have been ahead
of the star space (it's kick yourself time)
WARP PIPE
---------
This will send the opponent back to the space where their turn started.
ADVANTAGES: If your opponent had a large dice throw, this could send
them back a long way
DRAWBACKS: If your opponent started just one or two spaces behind the
space, it could have very little effect
BOB-OMB
-------
Only found in Pagoda Peak, any opponent who passes will be sent some
way back down the mountain.
ADVANTAGES: Sends your opponents back down the mountain
DRAWBACKS: Could give them time to collect the coins they need to
pay Master Koopa.
CHARACTER ORBS
**************
Can only be bought/used by the characters indicated, kind of like in
Mario Kart: Double Dash. If playing in Team Mode, they can be used only
by those characters - so if Mario is teamed with Yoshi and Yoshi gets
an Egg Orb, Mario cannot use the Egg Orb, but Yoshi can.
FIREBALL (MARIO AND LUIGI)
--------------------------
Affects you for three turns; if you pass an opponent while this is in
use, you get to steal coins from them.
ADVANTAGES: Allows you to steal coins
DRAWBACKS: Useless if you don't pass opponents, or if your opponents
have no coins; you cannot use Mushroom Orbs while this is in effect
FLOWER (PEACH AND DAISY)
------------------------
Flowers will grow on all spaces that you pass, and you will get three
coins for each space and will avoid roadblock spaces.
ADVANTAGES: Avoids roadblock spaces and lets you gain coins
EGG (YOSHI AND BIRDO)
---------------------
Should ideally be used when there are lots of roadblock spaces ahead of
you and preferably when you don't have a lot of orbs; all character
spaces you pass will become eggs (returning the spaces to normal), and
the eggs will become orbs, which are yours to keep (if you end up with
too many orbs, you may end up having to throw some away).
ADVANTAGES: You gain orbs, and if a Mini Bowser Space is in the way,
you will not receive a Mini Bowser orb
DRAWBACKS: If you have a lot of orbs, you could overfill your orb
capacity and be forced to throw some away
VACUUM (WARIO AND WALUIGI)
--------------------------
Much like the Paratroopa Orb from Mario Party 5, you get to spin a
wheel to decide how many coins each player uses; the only difference
is here you get to keep the coins they lost (much like E-Gadd's fan
in Mario Party 6).
ADVANTAGES: You can gain up to 30 coins
DRAWBACKS: Useless if your opponents have hardly any coins
MAGIC (BOO AND DRY BONES)
-------------------------
Turns you invisible and doubles your throw on the dice for two turns
(so, if you threw a 10, you move 20 spaces); you are also immune to
roadblock orbs.
ADVANTAGES: Get to go further using the dice, avoids roadblocks
DRAWBACKS: Cannot use mushrooms while in use
TRIPLE 'SHROOM (TOAD AND TOADETTE)
----------------------------------
For three turns, you get to use two dice blocks
ADVANTAGES: You can get extra coins for throwing identical dice blocks,
and helps you move a long way across the board and provides an
advantage in getting the running star
DRAWBACKS: Cannot use other Mushrooms while this is in use
OTHER ORBS
**********
MINI BOWSER
-----------
Mini Bowser will appear and throw it on the board, creating a new Mini
Bowser space. Unlike the Bowser capsules of Mario Party 5, these are
actually very common.
ADVANTAGES: None really, except that you could accidentally screw an
opponent over; also, very rarely, you may benefit from the Mini Bowser
space
DRAWBACKS: An extra Mini Bowser Space
************************
4: PARTY CRUISE WALKTHROUGH
************************
**********************
********************
******************
In regular play, the four players throw a dice to see who goes first
(chosen by the highest number). If Team Mode is used, you can have up
to 8 players (but if you're a total loner, you can play with 7
computer controlled characters, so it's not a case of "Ha ha, you've
got no friends, too bad!"), and each team will have two players, who
will each throw a dice on every turn. In a team with two human players,
or two computer players, the leader will change each turn, and the
leader will decide whether to use orbs or where to go. If you are a
human co-operating with a computer, you will always be leader. The team
leader will play all minigames except for 8 player ones in which case
two human players share a control pad if in the same team.
Bowser will start an event for the last four turns (no, not the last
five as was the tradition). The player in last place will spin the
roulette and will choose one of the following "bonuses".
Triple the value of red and blue spaces (i.e. lose/gain 9 coins)
10 red or blue spaces become Mini Bowser Spaces
The losing player gets 40 coins
Stars will cost just 10 coins (in Grand Canal and Bowser's Enchanted
Inferno)
All red spaces become Bowser spaces
All Chain-Chomp rides are half-price (in Pyramid Park)
At the end of the game, the winner is the player with most stars, or -
if two players have the same number of stars - most coins and stars.
If you have bonuses on, Toadsworth will choose randomly three bonus
stars; this makes it worth doing the bonuses to see what he does, and
it makes things less predictable.
MINI GAME STAR: Awarded to the player who earned most coins in mini
games.
ACTION STAR: Awarded to the player who landed on most happening (?)
spaces.
ORB STAR: Awarded to the player who used most boards.
SHOPPING STAR: Awarded to the player who spent most coins
buying orbs from the stores.
RED STAR: A consolation prize for the player who landed on most red spaces.
RUNNING STAR: Awarded to the player who moved furthest using dice in
the game (using cannons doesn't count). Boo, Dry Bones, Toad and
Toadette have an obvious advantage in this case, but using Mushrooms
and Super 'Shrooms can help you to get this, though this is still
largely based on luck.
GRAND CANAL
***********
Grand Canal is a regular board where you aim for the star space, and
pay 20 coins for the star, at which point the star space moves. The
place is based on Venice, though it's also similar to Super Mario
Sunshine's Delfino Plaza (minus the Piantas).
HAPPENING SPACES
----------------
Gooper Blooper: Gooper Blooper will shuffle around four treasure chests
containing a star, 10 coins, a ztar and nothing. Keep your eye on the
star and try and get that one; getting the ztar will deduct a star from
your total.
Shy Guy Gondola: Shy Guy will take you acros the canal in his gondola
and you can jump to grab coins. Only use it if it will take you closer
to the star space.
Leaning Tower of Pisa: The tower will collapse and Cheep Cheeps will
flip you back to the start.
Opening Bridge: The bridge will open and you will go flying to a random
space.
Circus Maximus: Shy Guys will chuck coins and spinies at you and you
must grab coins while dodging spinies.
PAGODA PEAK
***********
This board takes elements from Mario's Rainbow Castle (Mario Party),
Peach's Birthday Cake (Mario Party) and Faire Square (Mario Party 6),
including the use of a board that does not loop around but has a
distinctive start and finish where you return to the start once you
reach the end of the track, the fact that you can't take an alternate
path and the fact that the cost of coins changes constantly. The level
takes place up a mountain with Japanese-style scenery, and the Master
Koopa, a Koopa who bears a slight resemblance to Pai Mei from Kill Bill
Vol. 2, who will sell you stars. These start at 10 coins, but once one
player buys one, the price will increase by 10 coins - up to 40 coins,
and then it is reset to 10 coins. If a player cannot buy the star, the
cost remains the same. You can also use the cannon orbs on this board
to give yourself a boost, but make sure you don't go too close to the
top of the mountain with too few coins. There is also a "duel palace"
with three duel spaces outside of it.
HAPPENING SPACES
----------------
Bottle Rockets: Choose a bottle rocket, and if you are lucky, you will
be sent closer to the top of the mountain - or you could be sent back
to start if you choose wrongly.
Kung Fu Falls: Jump across the waterfall (which is kind of reminiscent
of something off Super Mario Sunshine's Noki Bay) and collect coins
as they fall.
Mariofan150 writes: "if a player collects all 10 coins,you get a star".
Burning Rock: Mash the A button to fan the stone lion to put out the
flames. If you are successful, you will get some coins which are inside
(the number seems to depend on how fast you put the flames out).
Dragon: Situated two spaces away from Pai Mei - I mean, Master Koopa.
Bad luck; it spits you back to the start space.
Gong: There are several of these and if you land here, you can spin
a roulette and then stop it to choose the cost of stars. Try and use it
to your advantage by considering how many players are ahead of you and
how many coins they have - for example, if someone has 30 coins and the
cost is 30, try changing it to 40 to screw them over. Master Koopa will
give you coins after you stop the roulette.
PYRAMID PARK
************
This board is similar in style to Snowflake Lake from Mario Party 6, as
each player is given five stars and must steal stars from others by
riding chain Chomps. Chain Chomps normally cost 10 coins to use one
dice block and 20 to use two, but with the giant red Chain-Chomp on
the top left hand side of the board, you pay 10 coins to roll three
dice. The normal Chain-Chomps are all located towards the right. The
Chain-Chomps can be directed to go to specific locations at forks in
the path, but cannot pass the Whomp who blocks one of the paths to the
Bowser Sphinx, and this path is usually reliable for sheltering from
Red Chain-Chomp. You can use Bone Orbs to avoid attacks from the
Chain-Chomps. The two areas of the board are connected by bridges, that
Bowser will sometimes knock down using a sandstorm; they will be out
for three turns if that happens.
HAPPENING SPACES
----------------
Quicksand: Two are located on either side of the board; the stones in
the quicksand will sink and all players will be sucked in and will
reappear on the other side of the board. This can be useful for
making a quick escape from one of the Chain-Chomps.
Monty Mole: Monty Mole will let you bash the cobras that appear out of
the holes; use the control stick to choose the direction and press A
to bash, and you get a coin for each cobra you hit. Don't hit Monty
Mole or he will stop the mini-game.
Bowser Sphinx: The Bowser Sphinx will catch you trying to steal his
treasure, and will divide everyone's coins equally.
NEON HEIGHTS
************
Sounds like it's based on Las Vegas, but actually this board resembles
a Hollywood film studio. This board features three chests, one of which
contains a star. When you get the star, the chests will be randomly
shuffled; you need only 10 coins to open them. The other two chests
will contain 20 coins and a Bob Omb respectively; the latter will
send you back to the start space, which can be good or bad, depending
on where the other chests are. You can also use Lakitu capsules to
bring a chest to you, but Lakitu will choose which chest gets stolen.
A good time to use it is when there is just one chest left on the
board - meaning you can be certain of getting the star.
There are also a couple of minigames you can play as you pass them:
SHOOTING GALLERY
----------------
A Shy Guy director will ask you to star in his movie; you will either
end up as Lead (Mario, Luigi), Heroine (Peach, Daisy), Sidekick (Yoshi,
Toad, Toadette, Birdo) or Villain (Wario, Waluigi, Boo, Dry Bones); it
doesn't make any difference because in any case you must shoot the
Mini Bowser targets (using A) as they sweep past. Whatever you do,
don't hit the Toadsworth targets as you will not get any coins (and the
Director will get mad and tell you his dog can act better). You will
get a coin for every hit you make to a Mini Bowser target.
BASEBALL
--------
A clone of Mario Party 5's Dinger Derby, you must press A to hit the
baseballs as they come flying at you; you get two coins for each hit
that you make.
HAPPENING SPACES
----------------
Slot Machine: Similar to Mario Party's matching game, you must select
two matching pictures, while avoiding the Bowser picture. If you do
this perfectly, with no mistakes (i.e. select all four pairs the first
time), you will receive a star. If you fail to select a pair, your game
is over and you get coins for the number of pairs you found, but if you
are in teams, you will each get a chance and if one player screws up,
the next player takes over. However, if the Bowser card is selected,
the game ends and you lose 10 coins.
Rocket: Use A to pump fuel into the rocket and then see how high you
can go, collecting coins along the way. If you are in Team Mode, you
will be able to receive more coins that you would have done alone.
UFO: The UFO (similar to one of the UFOs from Mario Party 5's ID UFO
Minigame) will switch the positions of the boxes.
WINDMILLVILLE
*************
This board is very unusual in that it consists of several windmills,
which contain a varying number of stars. Most contain 1 star, but the
ones to either side contain two each, while the large one in the centre
contains three. The windmills with more stars in are harder to pass
because of the flowers. When a player passes over them, they will close
up and the next player to pass will take a different route, and each
time the route alternates, which means that you have a 50-50 chance of
passing either of the 2 star windmills; there are two forks in the path
just before the 3 star windmill, meaning you have a 1 in 4 chance of
reaching it. It helps to pay 10 coins to ride the flower located at the
top right-hand corner, which will take you to another location (which
may or may not be the big windmill).
To own a windmill, you just need to have put the largest number of
coins into it, so at first you can buy a windmill for 1 coin, but you
can put more coins into a windmill and try and out-price your
opponents. When it gets close to the end of the game, try putting
large amounts of coins into a windmill so that the player(s) chasing
you won't be able to afford to take the windmill from you - but be
careful you don't overdo it or you could be struggling for coins.
HAPPENING SPACES
----------------
Trampoline: Do ground pounds to jump on the trampoline and get high
enough to grab the coins that fly overhead - this might take some
practice.
BOWSER'S ENCHANTED INFERNO
**************************
This is unlocked by beating every board on Single Player Mode.
The board uses the regular rules, with stars being bought for 20 coins
each, and changing location; the board is divided into four islands
(I'll call them East, West, North and South for simplicity). Bowser
will often sink the island with the star on during Bowser Time, in
which case any player on that island will be sent back to start and
lose half of their coins, and the star will move. That island will
remain sunk until Bowser sinks another island. The bridge from the
start space initially leads to the South Island, but if that island
is sunk, then the bridge will move.
HAPPENING SPACES
----------------
Cannons: Located on each island, you will be blown to another island at
random.
Klepto: Located on the South Island, Klepto will move the star space.
Obstacle Course: You must choose which obstacles to jump over using
the control stick; if you make it across you get a star; if one of
the obstacles sinks, you lose 10 coins; this is completely down to
luck.
Roller Coaster: Located on the West Island, you will get on a roller
coaster; jump to get the coins overhead.
Wrestling Arena: Mash A as fast as you can to push Mini Bowser off the
podium; if you succeed, you get 10 coins, but you lose 10 coins if he
pushes you off.
************************
5: SOLO MODE WALKTHROUGH
************************
**********************
********************
******************
Solo Mode can be played by one player against either a computer player
or a human opponent. The rules are slightly different:
1) Each game will always last up to 30 turns
2) There are no minigames, except for duels, Bowser games and DK games
(when the relevant spaces are landed on); Bowser and DK will only do
single-player games and will only give/take coins
3) Blue and red spaces are worth plus and minus 5 coins respectively,
instead of the usual 3
4) Dice blocks located around the boards can be thrown and used to
get 5, 10 or 20 coins as you pass
At the start, only Grand Canal is playable; you can unlock each board
in turn by beating the previous one.
GRAND CANAL
***********
The rules here are simple; you must be the first to grab 2 stars, so
try and get as many coins as you can and get to the star fast. Also,
try and get a Flutter Orb as it can really help you; Mushrooms help too.
Try and avoid landing on the happening space by Gooper Blooper unless
you have no stars, as THREE of his chests hold Ztars, and the other
contains 20 coins.
PAGODA PEAK
***********
The winner is the first to reach the top of the mountain whilst
holding 100 coins. Use of the Mic Minigame can help on this, as can
using the cannons and mushrooms to overtake your opponent. If you
don't have enough stars, you will be sent back to the start, but
you do get to throw a dice to gain coins. If your dice throw takes you
over 100 coins, you will still be sent back to start. The happening
spaces can usually be used to gain coins (the burning rock and Kung Fu
Falls, for example), but try and avoid the dragon space. It's also best
to avoid buying anything in the item shops, and instead save your
money. Also, Mariofan150 tells me: "collecting all 10 coins (in
Kung Fu Falls) get's you 50 coins"; this will help you immensely if
you manage this; a sluggish 'shroom can help you to aim for the Kung
Fu Falls Space if you manage to get one..
PYRAMID PARK
************
Bandit will steal a star from the Bowser Sphinx and stand on a random
location on the board and you must steal it using the Chain Chomp and
get it to the Bowser Sphinx before your opponent steals it from you.
The board is altered slightly, with the direction of the path by the
Bowser Sphinx reversed, so you access it from near to the Red Chain
Chomp, and must pay Whomp 10 coins to access it. If Bandit is on the
right hand side of the board, it's quickest to use one of the normal
Chain-Chomps while if he is on the left hand side, then make a bee line
for the red Chain-Chomp. There is a lot of luck involved in this game,
as it involves getting good dice throws; also, remember that if your
opponent has the star, you can still get it back using a Chain-Chomp,
but you must do this before they pass Whomp. Super' Shrooms and
Sluggish 'Shrooms are useful for making a quick getaway. If you are
really lucky, you may get a Bone Capsule (or you could check in the
item shops to see if one is on sale).
NEON HEIGHTS
************
There are eight boxes and five contain a star; you must be the first
to find three stars (the fake boxes contain Bob Ombs and will send you
back to start). It's best to take a logical route around the board;
I tend to first of all take the path by the giant slot machine, and
then get more coins using the shooting gallery/film set. The first box
will cost 5 coins to open, and then each time a box is opened, the
price increases by 5 coins - up to 40 coins with the last box (if it
actually comes down to such a situation). Therefore, be careful when
buying items as you could cheat yourself out of opening a box, and
only visit the item shop if you have a large excess of coins.
WINDMILLVILLE
*************
You must pay the amount of coins shown on the windmills to repair them;
normal windmills cost 20 coins, the double windmills cost 30 and the
giant windmill costs 50 coins. Obviously, it's most cost-effective to
repair the normal windmills, but quite often, beggars can't be choosers
and this game is very much down to the roll of the dice. Sluggish
'Shrooms are very useful here to ensure you will beat your opponent to
a windmill, or ensure that you will not pass a windmill with too few
coins. Like with Pagoda Peak, buying items is usually a waste of money.
BOWSER'S ENCHANTED INFERNO
**************************
The object here is to get one star and then head towards the central
area; pass the arrow signs (one on each island) while holding a star
and you will be able to challenge Bowser. Be warned: Many of the
happening spaces will cause Bowser to sink the island with the star on.
There's not a lot to suggest here, save for get plenty of coins and
by Super 'Shrooms or Flutter Orbs to beat your opponent to the stars.
When you challenge Bowser, you must play Bowser's Lovely Lift (see
minigames section). Be warned, as if you are knocked out and your
opponent reaches Bowser, they will start where you were knocked out,
so they may be able to win with very little effort on their part. This
can also work in your favour, since an opponent could screw up at the
last moment, allowing you to step in and steal an easy victory.
************************
6: MINIGAMES
************************
**********************
********************
******************
4 PLAYER MINIGAMES
******************
BIG DRIPPER
-----------
Similar to:
CONEY ISLAND (MARIO PARTY 5)
Difficulty: Fairly Easy
Run around to catch the honey that is dripping from the ceiling of the
beehive, using the shadows so you can tell where they will fall.
Watch out for when the controller rumbles (a "!" appears if Rumble is
off), as it means a swarm of bees is about to appear. Press duck before
they show up to avoid being stung (and briefly stunned). The player
with most honey at the end wins.
BUBBLE BRAWL
------------
Similar to:
LAVA TILE ISLE (MARIO PARTY 2)
FISH UPON A STAR (MARIO PARTY 5)
WRASSLING RAPIDS (MARIO PARTY 6)
THE FINAL COUNTDOWN (MARIO PARTY 7)
DifficultY: Fairly Hard
Press B to punch the opponents out of the bubble; be careful not go get
too close to the edge yourself, though, or you will be an easy target
for your opponents.
CATCHY TUNES
------------
Difficulty: Fairly Easy
Watch the shadows of the musical symbols (notes, bass clefs, etc.) and
catch one of each symbol by jumping to grab them before the opponents
(try jumping on them to stun them). I tend to just jump at any notes
and hope for the best as the game gets too frenetic to try looking at
your "checklist" every few moments.
COINTAGIOUS
-----------
Difficulty: N/A (luck)
Roll the dice (which shows the numbers 0-3), and you will get the
number of coins shown. Keep rolling it until time is up. There is a
rather annoying delay after you roll the dice, which just wastes time.
FUN RUN
-------
Difficulty: Medium
Once you learn about the traps then this shouldn't be too hard; keep
running around the spiralling trap, jumping over the spinies. Also,
jump over the pink floor segments as these will give way, and jump when
you see a funny pattern in the wall - these hide a trap that shoves you
off the edge; stop right before these and then jump over the trap after
it springs out). The first to the top wins.
GHOST IN THE HALL
-----------------
Difficulty: N/A (luck)
Run through the haunted house to be the first to escape. Avoid the
doors that open in your face and the pink boos (you don't know when
these will show up, so be careful). Remember, you can't pass either,
so if one pops up, you'll have to find a different route.
KART WHEELED
------------
Similar to:
WATER WHIRLED (MARIO PARTY 3)
LATER SKATER (MARIO PARTY 5)
Difficulty: Easy
Press A to accelerate and use the control stick to move in order to
make five laps of the track (shaped like an infinity symbol). First to
make five laps wins.
PICTURE THIS
------------
Difficulty: Medium
Use L and R to flick through the book to find the image shown. There
are three different "stories" told in the book; one shows a plant
growing from a seed, so if you see a fully grown plant, mash B until
you get close to the back of the book, and with pictures of a seed, do
the opposite. At the start of the story, you will see the seed being
watered and a caterpillar appearing, and then the plant developing; at
the end, there will also be a butterfly. In the other version, you will
see a car driving down the road, a cow crossing the road (found close
to the start) of the "story", and eventually the car stopping at a
house. With this second one, another clue as to at what point in the
book a picture can be found is the sky, which will start off as a red
(sunset) sky, and will end up as a night sky. There is also a THIRD
story with some snails appearing on a leaf, followed by a thunderstorm,
and a rainbow at the end. As you get to similar looking pictures to the
one you are looking for, slow down and watch out, and then when you
see the picture you need,press A. Choosing the wrong picture will
waste time. Computers set to Brutal will find the pictures insanely
fast.
POKEY PUMMEL
------------
Difficulty: Easy
Mash A as fast as you can to destroy the pokey (cactus) before the
opponents. When playing against hard computers, rubbing a pencil across
the A button helps to make things easier.
TAKE ME OHM
-----------
Similar to:
SURGE AND DESTROY (MARIO PARTY 6)
Difficulty: Medium
When the Thwomps (here in their traditional style) thwomp on the ground,
they will send out electical waves which you must dodge by jumping over
them. The last player(s) standing wins. Try and stomp on your opponents
to stun them.
TARGET TAG
----------
Difficulty: Fairly Easy
Move your plane up and down (remember, holding the control stick down
makes you go up and vice versa), and move left or right to go through
the targets and you will get the number of points shown. Bowser targets
cause you to lose all your points, though. The player with most points
wins. The best tactic is to simply watch out for the 30/50 point
targets and concentrate on these.
TRACK AND YIELD
---------------
Difficulty: Medium
Keep running and jumping over the hurdles (press A); this should be easy
as long as you don't get carried away; don't stand too close to where
the hurdles appear or you will probably end up tripping. Be especially
careful to avoid the electified ones, as they will knock you out
straight away. If you stay too close to the back, you risk falling off
the conveyor belt. It also speeds up gradually, so in the end it will
go incredibly fast.
THE FOLLOWING GAMES ARE PLAYED USING THE MIC; ALL FOUR PLAYERS TAKE IT
IN TURNS TO PLAY
BALLOON BUSTERS
---------------
Similar to:
BALLOON OF DOOM (MARIO PARTY 4)
Difficulty: N/A (luck)
Keep saying "Bigger" to inflate the balloon within the time limit (up
to five times) and say "stop" to end your turn. The object is to get
the balloon almost full to bursting on your turn, and then make the
next player burst it. When this happens, all players will be blown away
except for the player who was last to go, who is behind a protective
screen. Try and inflate it lots to start with and then work out how
full it can get before it inflates to give you an idea of how daring
you can be.
CLOCK WATCHERS
--------------
Similar to:
TIME BOMB (MARIO PARTY 2)
Difficulty: Medium
A random time will be shown, and you must stop the clock when it
reachest that time - by saying: "Stop". After about 3.5 seconds, the
clock will be hidden, so you must time it yourself (using a watch can
be useful for this). Say "stop" when you think the time is reached;
the winner is whoever stops the clock closest to the correct time.
DART ATTACK
-----------
Difficulty: Fairly Hard
Five targets will be in front of you, with the number of points you
win for hitting them displayed (10 is easiest to hit with 50 being
hardest). Say "Fire" to fire a dart; you only get five shots and you
must take them within the time limit, so don't take too long waiting.
MATHEMORTICIAN
--------------
Difficulty: Medium
Pink Boos will fly past numbers and you must say a number to fire a
missile at and hopefully hit a boo. You will get one point for each
normal pink boo, or three for a boo wearing a crown. Try watching the
boos and say a number that they are just about to pass, as there is
a slight delay between you saying the word and the missile hitting
the screen.
OIL CRISIS
----------
Difficulty: Fairly Easy
Get as far as you can before your oil runs out; remember to go through
the oil tanks to get more fuel and avoid the oil slicks, by saying,
"Left" and "Right". Wait until you have a clear path with no oil slicks
before saying "Mushroom" for a boost (you can use this just once).
1 v 3 MINIGAMES
***************
BALLOONATIC
-----------
Similar to:
TIGHTROPE TREACHERY (MARIO PARTY)
RAINBOW RUN (MARIO PARTY 2)
Difficulty:
Single Player - Medium
Three Players - Fairly Easy
The single player flies around using three balloons, and the three
players must fire cannonballs at the balloons to burst them, using
the crosshairs to aim and A to fire. The single player should watch
the crosshairs and move around at all times, using A to ascend (it
isn't quite as hard as it sounds, but the single player will slow down
when there are fewer balloons remaining; if the three players manage
to burst all three balloons, they win.
COIN OP BOP
-----------
Similar to:
FISH AND DRIPS (MARIO PARTY 4)
Difficulty:
Single Player - Easy
Three Players - Fairly Easy
The single player presses a combination of buttons shown on the slot
machine while each of the three players press the button that appears
above their heads, in order to win coins. If any player makes a mistake
they will be stunned by a bob omb for a few seconds. You win any coins
received from the slot machine. As long as the single player is
adept at hitting the right buttons, they may actually have a huge
advantage over the opponents (especially where computer characters
are involved).
EASY PICKINGS
-------------
Difficulty: N/A (luck)
The single player has one large pickaxe, while the three players each
have small pickaxes. Press A to hit the breakable rocks (the large
pickaxe breaks rocks in one go while the smaller ones take three hits)
and get points for any gemstones you find. The player(s) with most
points at the end win. Try not to hit the same rocks as your partners,
as this will waste time.
FLASHFRIGHT
-----------
Difficulty:
Single Player - Fairly Easy
Three Players - Faily Hard
This game reminds me of the Searchlight Seek Minigame in Donkey Kong
64. The three players run around the dark graveyard with the single
player in hot pursuit, trying to avoid being caught in the beam of
the torch carried by the single player - otherwise they are out.
Running around the statues in the corners is useful for eluding the
player with the flashlight, as is doubling back on yourself if
necessary. Also, whichever side you are on, try not to get stuck
behind the opponents who have just been knocked out, as they will
barricade pathways before being carried off by a Fly Guy; if you are
holding the flashlight, you will waste time trying to pass them, and
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