Spooky Attic: Difference between revisions

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{{more images|All levels}}
{{world infobox
{{worldbox
|image=[[File:MvsDK2_Spooky_Attic.png|256px]]
|title=Spooky Attic
|game=''[[Mario vs. Donkey Kong 2: March of the Minis]]''
|image=[[File:MvsDK2 Spooky Attic 7-3.png|256px]]
|app=''[[Mario vs. Donkey Kong]]''
|lev=10
|before=[[Toadstool Castle|<<]]
|before=[[Toadstool Castle|<<]]
|after=[[Jungle Hijinks|>>]]
|after=[[Jungle Hijinks|>>]]
}}
}}
'''Spooky Attic''' is the seventh floor in ''[[Mario vs. Donkey Kong 2: March of the Minis]]'', also being the penultimate proper floor in the game. The floor is very dark, and as the title suggests, it primarily takes place in an attic. There are 35 [[Mini Mario (toy)|Mini Mario]]s to be guided here. This world introduces [[Candle]]s, [[Miira Heihō]], [[Phantom Guy]]s and the [[Color Switch]] gimmick that revolves around them. Past enemies that also appear in this world include [[Cool Kong]]s, [[Crash Kong]]s, [[Thwomp]]s, [[Piranha Plant]]s, [[Capture Kong]]s and [[Circus Kong]]s. Additionally, the background music tracks are all remixes of [[Spooky House]]'s music and the background resembles the inside of a haunted house.
'''Spooky Attic''' is the seventh floor in ''[[Mario vs. Donkey Kong 2: March of the Minis]]'', being the penultimate floor out of the eight primary floors in the game. The floor's background resembles the inside of a haunted house. The music tracks played on this floor are arrangements of the first level theme played in [[Spooky House]] from ''[[Mario vs. Donkey Kong]]''.


Unlike other floors, this floor uses the [[Color Switch]]es to halt and turn Phantom Guys into block shapes when one of the same color as a Phantom Guy is activated, allowing Mini Marios to step on them safely. If immobilized, hitting another switch will revert the Phantom Guy to its original shape, becoming a danger once more.
This floor introduces [[Candle]]s, [[Mummy Guy]]s, [[Crate]]s, and [[Polterguy]]s, which can be manipulated by [[Color Switch]]es. If a [[Mini Mario (toy)|Mini Mario]] presses a [[Color Switch]] of the same color as a Polterguy, it will halt and turn into a stationary block that Mini Marios can stand on and move across. Immobilized Polterguys will revert to their standard form if a Mini Mario presses a Color Switch of a different color. Enemies that return from previous floors include [[Cool Kong]]s, [[Crash Kong]]s, [[Thwomp]]s, [[Fire Piranha Plant|Piranha Plant]]s, [[Capture Kong]]s, and [[Circus Kong]]s.
 
 
==Enemies==
*[[Miira Heihō]] (7-1, 7-3, 7-7)
*[[Candle]]s (7-1, 7-4)
*[[Phantom Guy]]s (7-2, 7-5, 7-7)
*[[Cool Kong]] (7-4)
*[[Crash Kong]]s (7-4)
*[[Thwomp]]s (7-8)
*[[Piranha Plant]]s (7-8)
*[[Capture Kong]]s (7-9)
*[[Circus Kong]]s (7-9)
*[Bob-omb]]s (7-M)
*[[Shy Guy (toy)|Shy Guy]]s (7-M)
*[[Swoop]]s (7-DK)
*[[Donkey Kong]] (boss)


Upon completing [[Boss Game 7]], the Spooky Attic construction kit is unlocked for the [[Construction Zone]]. After being defeated in Boss Game 7, Donkey Kong flees to [[Jungle Hijinks]].
==Levels==
==Levels==
===7-1===
{|cellspacing=0 border=2 cellpadding=3 style="text-align:center;"
[[File:Mummy guy screen shot.png|thumb|right]]
|-style="background:#6d8e7d;"
This level features several of the new Miira Heihō and Candle enemies, and there are four Mini Marios to control in this level. There are also several [[Blue Spring]]s, [[Pink Block]] chains and [[Warp Pipe]]s throughout the level. In order to reach the exit, the Minis must avoid the Candles and Miira Heihō at the bottom of the level, use the Blue Springs to traverse some high girders and then enter the nearby pipe to get on the straight path to the exit barring the Candle en route. Alternatively, the Minis could just enter the pipe near the starting positions of two Minis to skip the girder traversing.
!width="7%"|Level
!width="1%"|Preview
!width="3%"|Mini count
!width="7%"|Color Blocks
!width="25%"|Description
!width="10%"|Enemies and obstacles encountered
|-
|[[Room 7-1]]
|[[File:MvDK2 Room 7-1.png]]
|4
|Pink Blocks
|A course that introduces Mummy Guys and Candle obstacles.
|[[Mummy Guy]]s, [[Candle]]s
|-
|[[Room 7-2]]
|[[File:MvDK2 Room 7-2.png]]
|4
|None
|A course that introduces Polterguys and the gimmick of turning them into solid blocks using a Color Switch of corresponding color.
|[[Spike Trap|Spikes]], [[Polterguy]]s
|-
|[[Room 7-3]]
|[[File:MvDK2 Room 7-3.png]]
|4
|Pink Blocks
|A course where the player must use mechanisms such as [[Conveyor Belt]]s and [[Pink Block]] chains to move Crates onto spike pits and cover them to create bridges. This course also features a [[Gold Mini Mario]].
|Spikes, Mummy Guy
|-
|[[Room 7-4]]
|[[File:MvDK2 Room 7-4.png]]
|4
|Pink Blocks
|A course where the Minis use [[Magnet Ground]] surfaces to move around.
|Spikes, [[Cool Kong]]s, [[Crash Kong]]s, Candles
|-
|[[Room 7-5]]
|[[File:MvDK2 Room 7-5.png]]
|3
|None
|A course with several Color Switches that are used to toggle Polterguys and gates.
|Spikes, Polterguys
|-
|[[Room 7-6]]
|[[File:MvDK2 Room 7-6.png]]
|4
|None
|A course with Crates and Color Switches.
|Spikes
|-
|[[Room 7-7]]
|[[File:MvDK2 Room 7-7.png]]
|3
|None
|A course with Color Switches that are used to transform Polterguys. This course also features a Gold Mini Mario.
|Polterguys, Mummy Guy
|-
|[[Room 7-8]]
|[[File:MvDK2 Room 7-8.png]]
|4
|Pink Blocks
|A course with Magnet surfaces where the player needs to use Pink Blocks to protect the Minis from enemies.
|Spikes, [[Fire Piranha Plant|Piranha Plants with fire]], [[Thwomp]]s
|-
|[[Room 7-9]]
|[[File:MvDK2 Room 7-9.png]]
|5
|None
|A course featuring [[Yellow Spring]]s and [[Donkey Kong's robot|monkey robot]]s on different levels. The Minis can turn into their [[Fire Mario|fire form]] using a [[Fire Flower]] and stun the monkey robots with fireballs.
|[[Capture Kong]]s, [[Circus Kong]]
|-
|[[Boss Game 7]]
|[[File:MvDK2 Room 7-DK.png]]
|9 to 35
|None
|The seventh boss battle with Donkey Kong. The player must shoot him with Mini Marios after he reveals himself from one of the three ghost sheets that shuffle.
|[[Swoop]]s, [[Donkey Kong]]
|}


====[[Mini Mario Card]]====
==Gallery==
The "M" Mini Mario Card in this level is found right past the exit, requiring a Mini to use the nearby Blue Spring to get on to a platform above the exit and to drop down by the card, where it can then be obtained.
<gallery>
EnteringSpookyAttic.png|Mario, Donkey Kong, and the Mini Marios enter Spooky Attic
ShyGuySmashSpookyAttic.png|[[Shy Guy Smash!]]
MvDK2 Room 7-DK Intro.png|Intro screen shown before Boss Game 7
MvDK2 Room 7-DK Intro (No Text).png|Intro screen shown before Boss Game 7 (no text)
MvDK2 Room 7-DK Victory.png|Victory screen shown after completing Boss Game 7
MvDK2 Room 7-DK Victory (No Text).png|Victory screen shown after completing Boss Game 7 (no text)
SpookyAtticKitUnlocked.png|Unlocking the Spooky Attic construction kit for the Construction Zone
</gallery>


====Enemies====
==Names in other languages==
*[[Miira Heihō]]
{{foreign names
*[[Candle]]s
|Jap=おばけやしき
 
|JapR=Obake Yashiki
===7-2===
|JapM=Ghost House
This level features mainly the new Phantom Guy enemy and the Color Switch gimmick revolving around them, although only having blue and red switches, Phantom Guys and several pipes scattered around the level. A spike pit is also by the exit in the middle, and four Minis are available to control in this level. To reach the exit, the Minis must make their way to the pipe in the center, freezing the Phantom Guys along the way to safely get to and through the middle pipe. where the Phantom Guys must be manipulated again to make a path over the spikes to the exit.
|Spa=Ático Tenebroso
 
|SpaM=Spooky Attic
====Mini Mario Card====
|Ita=Attico brivido
This "I" Mini Mario Card is just underneath a girder in the north-western part of the level, unable to be obtained through normal means. A Mini must freeze the leftmost blue Phantom Guy while they're underneath the Card in order to reach it.
|ItaM=Thrill attic
 
}}
====Enemies====
{{MVDKMOTM}}
*[[Phantom Guy]]s
{{MVDKMOTM levels}}
 
[[Category:Mario vs. Donkey Kong 2: March of the Minis worlds]]
===7-3===
[[it:Attico brivido]]
This level features several crates, spike pits, Pink Block chains and a Miira Heihō. There is one [[Gold Mini Mario]] and three normal Mini Marios to be guided in this level. The player must use the Pink Blocks to create a path down to the exit in the bottom-left part of the level while getting two crates to cover the spike pit by the exit so the Minis can access it. Alternatively, the Minis could use the nearby pipe at the top to get to the very bottom of the level near a Miira Heihō, saving the effort of guiding the Minis all down.
 
====Mini Mario Card====
The "N" Mini Mario Card can be found at the rightmost part of the level, near a crate on some Pink Blocks above a spike pit. The player must remove the Pink Blocks to make room for the Mini and make the crate fall on the spikes below and allow it to reach the exit afterwards. The player must then recreate the Pink Blocks in the same spot so the Mini can use them to reach the card to the right.
 
====Enemies====
*[[Miira Heihō]]
 
===7-4===
This level reuses the magnetic floor gimmick introduced in [[Magnet Mania]], and has three Mini Marios to be controlled. There are [[Donut Block]]s, several Pink Block chains and a [[Yellow Switch]] throughout the level to use to reach the exit. The Minis must use the magnetic floor to make it to the top of the level, where the player must remove the four Pink Blocks preventing them from dropping to the ground below. After the Minis fall through, they must take advantage of the nearby Cool Kong to reach the exit. Alternatively, the player could use the revolving magnet floor at the top, the Donut Blocks afterwards and the ability to remove Pink Blocks to make it to the exit. From the beginning, they could also grab on to Cool Kong's tie to get across the spike pit below, and use the nearby Crash Kong to access to the exit.
 
====Mini Mario Card====
This "I" Mini Mario Card is found right below the revolving magnet floor and the magnetic floor it rests on top of. A Mini must use the Cool Kong nearby to gain some extra height to be able to reach the girder the card is above.
 
====Enemies====
*[[Cool Kong]]s
*[[Crash Kong]]s
*[[Candle]]s
 
===7-5===
[[File:Phantom guy.png|thumb|right]]
This level, like 7-2, uses solely Color Switches and Phantom Guys and has 3 Mini Marios to be used. There are several pipes, colored blockades and switches throughout the level, and a plentiful amount of Phantom Guys in scattered small groups. The Minis must time their activating of switches in order to make a path to the exit at the bottom.
 
====Mini Mario Card====
The "M" Mini Mario Card is in the top-right corner of the level, beyond some girders and blue Phantom Guys. A Mini must hit the blue switch at the right time in order to immobilize the blue Phantom Guys and make a straight path to the card.
 
====Enemies====
*[[Phantom Guy]]s
 
===7-6===
Unlike the other levels barring the boss, this level is the only one without enemies in Spooky Attic. This level includes four Mini Marios, and features several crates, pipes, Color Switches, colored blockades and [[Conveyor Belt]]s. Initially, the single free Mini must hit the nearby red switch in order to free two other Minis and drop a nearby crate on to the Conveyor Belt below and two more crates on into a spike pit near the leftmost lone Mini. The other three Minis must then make their way to the fourth Mini, from there they can head straight on to the exit to the right.
 
====Mini Mario Card====
This "A" Mini Mario Card is right above the leftmost spike pit near the leftmost Mini. The player must reverse the Conveyor Belt direction once the first crate falls after the red switch's activation to stop the second crate from falling and covering the card. Once done, a Mini can approach and collect it afterwards.
 
===7-7===
This level features Donut Blocks, pipes, Color Switches (that affect only Phantom Guys) and a Yellow Spring. There are two Mini Marios and one Gold Mini Mario to use in this level. The leftmost Mini must timely use the blue switch to freeze the blue Phantom Guys above to make a path to the top of the level near the Gold Mini, while the rightmost Mini must use the nearby pipe to the left to get to where the Gold Mini is. From there the Minis must reactivate the Phantom Guys and freeze them in another formation to gain access to the exit in the top-left corner.
 
====Mini Mario Card====
The "R" Mini Mario Card is in the top-right corner of the level, next to a pipe. A Mini must enter the rightmost pipe to reach the card, or can alternatively freeze the red Phantom Guys to the left of the card using the switch below them to make a bridge to the card.
 
====Enemies====
*[[Phantom Guy]]s
 
===7-8===
This level contains many chains of Pink Blocks, magnetic floor and a Yellow Switch and there are three Mini Marios to use in this level. The player must add and remove the Pink Blocks as the Minis travel throughout the stage to protect them from Piranha Plants and Thwomps, as well as provide them a route to the exit at the top. Magnetic floor is used halfway through the level to get the Minis to the upper part of the level.
 
====Mini Mario Card====
This "I" Mini Mario Card is right above the rightmost Thwomp and some Pink Blocks. The player must remove the Pink Blocks and coax the Thwomp into attacking to make them rise through the missing blocks, then recreate the Pink Blocks after a Mini gets past the Thwomp and it goes back under the missing blocks to keep it in the lower half and so the Mini can safely collect the card.
 
====Enemies====
*[[Piranha Plant]]s
*[[Thwomp]]s
 
===7-9===
This level has several "floors" divided with red girders, and features several Donut Blocks, Conveyor Belts and Yellow Switches across the level. There are five Mini Marios in this level, as well as a [[? Block]] containing a [[Fire Flower]] that can [[Fire Mini Mario|transform a Mini]]. The Minis not there initially must head for the top of the level, from there the Minis must head to the leftmost Donut Blocks that will safely lead them to the exit.
 
====Mini Mario Card====
The "O" Mini Mario Card is at the very top of the level, above a Yellow Switch and a Capture Kong's roaming distance. A Mini must avoid the nearby Capture Kong and use the Yellow Switch to get to the card, this task being simplified if a powered-up Mini stuns the Capture Kong.
 
====Enemies====
*[[Capture Kong]]s
*[[Circus Kong]]s
 
===7-DK===
In this [[Donkey Kong]] fight, Donkey Kong hides under a sheet on a girder, and is shuffled amongst two other girders with sheets on them, briefly coming out after each shuffled, becoming an open target at this point. While this happens, [[Swoop]]s will hassle the Minis in the cannon by flying in the way and occasionally trying to dive into the cannon. Getting hit by either of these movements will result in the player losing a Mini. After getting hit, [[Barrel]]s and [[Weight]]s will fall from above, which must be avoided to not lose any Minis. Like other battles, Donkey Kong must be hit six times to be defeated.
 
====Enemies====
*[[Swoop]]s
*[[Donkey Kong]] (boss)
{{MVDK:MOTM}}
[[Category:Places]]
[[Category:Worlds]]
[[Category:Mario vs. Donkey Kong 2: March of the Minis]]

Latest revision as of 10:12, March 8, 2024

Spooky Attic
Spooky Attic, displayed on the level select menu from Mario vs. Donkey Kong 2: March of the Minis.
Game Mario vs. Donkey Kong 2: March of the Minis
<< List of worlds >>

Spooky Attic is the seventh floor in Mario vs. Donkey Kong 2: March of the Minis, being the penultimate floor out of the eight primary floors in the game. The floor's background resembles the inside of a haunted house. The music tracks played on this floor are arrangements of the first level theme played in Spooky House from Mario vs. Donkey Kong.

This floor introduces Candles, Mummy Guys, Crates, and Polterguys, which can be manipulated by Color Switches. If a Mini Mario presses a Color Switch of the same color as a Polterguy, it will halt and turn into a stationary block that Mini Marios can stand on and move across. Immobilized Polterguys will revert to their standard form if a Mini Mario presses a Color Switch of a different color. Enemies that return from previous floors include Cool Kongs, Crash Kongs, Thwomps, Piranha Plants, Capture Kongs, and Circus Kongs.

Upon completing Boss Game 7, the Spooky Attic construction kit is unlocked for the Construction Zone. After being defeated in Boss Game 7, Donkey Kong flees to Jungle Hijinks.

Levels[edit]

Level Preview Mini count Color Blocks Description Enemies and obstacles encountered
Room 7-1 A screenshot of Room 7-1 from Mario vs. Donkey Kong 2: March of the Minis, featuring Mummy Guys. 4 Pink Blocks A course that introduces Mummy Guys and Candle obstacles. Mummy Guys, Candles
Room 7-2 MvDK2 Room 7-2.png 4 None A course that introduces Polterguys and the gimmick of turning them into solid blocks using a Color Switch of corresponding color. Spikes, Polterguys
Room 7-3 MvDK2 Room 7-3.png 4 Pink Blocks A course where the player must use mechanisms such as Conveyor Belts and Pink Block chains to move Crates onto spike pits and cover them to create bridges. This course also features a Gold Mini Mario. Spikes, Mummy Guy
Room 7-4 MvDK2 Room 7-4.png 4 Pink Blocks A course where the Minis use Magnet Ground surfaces to move around. Spikes, Cool Kongs, Crash Kongs, Candles
Room 7-5 A screenshot of Room 7-5 from Mario vs. Donkey Kong 2: March of the Minis, featuring Polterguys. 3 None A course with several Color Switches that are used to toggle Polterguys and gates. Spikes, Polterguys
Room 7-6 MvDK2 Room 7-6.png 4 None A course with Crates and Color Switches. Spikes
Room 7-7 MvDK2 Room 7-7.png 3 None A course with Color Switches that are used to transform Polterguys. This course also features a Gold Mini Mario. Polterguys, Mummy Guy
Room 7-8 MvDK2 Room 7-8.png 4 Pink Blocks A course with Magnet surfaces where the player needs to use Pink Blocks to protect the Minis from enemies. Spikes, Piranha Plants with fire, Thwomps
Room 7-9 MvDK2 Room 7-9.png 5 None A course featuring Yellow Springs and monkey robots on different levels. The Minis can turn into their fire form using a Fire Flower and stun the monkey robots with fireballs. Capture Kongs, Circus Kong
Boss Game 7 MvDK2 Room 7-DK.png 9 to 35 None The seventh boss battle with Donkey Kong. The player must shoot him with Mini Marios after he reveals himself from one of the three ghost sheets that shuffle. Swoops, Donkey Kong

Gallery[edit]

Names in other languages[edit]

Language Name Meaning
Japanese おばけやしき
Obake Yashiki
Ghost House

Italian Attico brivido
Thrill attic
Spanish Ático Tenebroso
Spooky Attic