GameFAQS Juancarlos Manon Super Paper Mario June 11, 2007 to June 27, 2007 ***************************************************************** Copyright 2007 J.C. Productions, Inc. All rights reserved. PLEASE NOTE: If you’re seeking for a particular section of my FAQ, refer to the TABLE OF CONTENTS, identify the letter/number-(A1, A2, etc.), and click CTRL and F to type it into the search browser. Please remember to include parenthesis along with your search. Finally, when you send me questions or advice at my e-mail address for my FAQ, I will consider them and most likely post your questions as well as my answer. Your advice will help me update this guide and improve it and I want YOU to be a part of that. This, thus far, is my third update for this guide. If you have never read my FAQ/Walkthrough before, now is one of the BEST times to do so. ****************************************************************** TABLE OF CONTENTS: I Introduction…………………………………………………………………………………… (A1) II Characters……………………………………………………………………………………… (A2) III Basic/Main Controls…………………………………………………………… (A3) IV Pixls…………………………………………………………………………………………………… (A4) *Tippi…………………………………………………………………………………………………… (A4.1) *Thoreau……………………………………………………………………………………………… (A4.2) *Boomer………………………………………………………………………………………………… (A4.3) *Slim……………………………………………………………………………………………………… (A4.4) *Thudley……………………………………………………………………………………………… (A4.5) *Carrie………………………………………………………………………………………………… (A4.6) *Fleep…………………………………………………………………………………………………… (A4.7) *Cudge…………………………………………………………………………………………………… (A4.8) *Dottie………………………………………………………………………………………………… (A4.9) *Barry………………………………………………………………………………………………………… (A4.10) *Dashell…………………………………………………………………………………………………… (A4.11) *Piccolo…………………………………………………………………………………………………… (A4.12) V Items/Effect/Price…………………………………………………………………… (A5) VI Copyright and Contact Information………………………… (A6) VII Walkthrough………………………………………………………………………………… (B1) CHAPTER 3-1……………………………………………………………………………………… (G1) CHAPTER 3-2……………………………………………………………………………………… (G2) CHAPTER 3-3……………………………………………………………………………………… (G3) CHAPTER 3-4……………………………………………………………………………………… (G4) Castle Bleck…………………………………………………………………………………… (H1) Flipside……………………………………………………………………………………………… (H2) CHAPTER 4-1……………………………………………………………………………………… (I1) Flipside……………………………………………………………………………………………… (I2) CHAPTER 4-1……………………………………………………………………………………… (I3) CHAPTER 4-2……………………………………………………………………………………… (I4) CHAPTER 4-3……………………………………………………………………………………… (I5) CHAPTER 4-4……………………………………………………………………………………… (I6) Castle Bleck…………………………………………………………………………………… (J1) Flipside……………………………………………………………………………………………… (J2) Mirror Hall……………………………………………………………………………………… (J3) Flopside……………………………………………………………………………………………… (J4) Flipside……………………………………………………………………………………………… (J5) CHAPTER 5-1……………………………………………………………………………………… (K1) CHAPTER 5-2……………………………………………………………………………………… (K2) CHAPTER 5-3……………………………………………………………………………………… (K3) CHAPTER 5-4……………………………………………………………………………………… (K4) Castle Bleck…………………………………………………………………………………… (L1) Flipside……………………………………………………………………………………………… (L2) Flopside……………………………………………………………………………………………… (L3) Flipside……………………………………………………………………………………………… (L4) CHAPTER 6-1……………………………………………………………………………………… (M1) CHAPTER 6-2……………………………………………………………………………………… (M2) Flipside……………………………………………………………………………………………… (M3) CHAPTER 6-1……………………………………………………………………………………… (M4) Castle Bleck…………………………………………………………………………………… (N1) Flipside……………………………………………………………………………………………… (N2) The Underwhere……………………………………………………………………………… (O1) Flipside……………………………………………………………………………………………… (P1) Flopside……………………………………………………………………………………………… (P2) Flipside……………………………………………………………………………………………… (P3) CHAPTER 7-1……………………………………………………………………………………… (Q1) CHAPTER 7-2……………………………………………………………………………………… (Q2) CHAPTER 7-3……………………………………………………………………………………… (Q3) CHAPTER 7-4……………………………………………………………………………………… (Q4) Castle Bleck…………………………………………………………………………………… (R1) Flipside……………………………………………………………………………………………… (R2) Flopside……………………………………………………………………………………………… (R3) CHAPTER 8-1……………………………………………………………………………………… (S1) CHAPTER 8-2……………………………………………………………………………………… (S2) CHAPTER 8-3……………………………………………………………………………………… (S3) CHAPTER 8-4……………………………………………………………………………………… (S4) Flipside……………………………………………………………………………………………… (T1) VIII Side Quests………………………………………………………………………… (U1) VIV Version History………………………………………………………………… (V1) X Credits…………………………………………………………………………………………… (W1) XI Final Copyright/Final Comment……………………………… (X1) : Hello all videogame players and thorough readers and welcome to my first FAQ guide this year in 2007. Let me first take the time to thank GameFAQs for giving me the opportunity to contribute to their amazing website. As you can tell, my first FAQ guide is based on the ever famous Super Paper Mario, sequel to the best-seller game, “Paper Mario The Thousand-Year Door.” This is going to be a well-written and thorough guide. I shall attempt to reveal everything and all secrets in the game in this guide. May you comprehend and find my guide thoughtful and inspiring. Thank you. (A2) : Mario: You should know him by now, right? Mario, as usual, is the main character in practically every game that has the name “Mario” in its title. You will be playing with him often since flipping is mandatory and he is an enjoyable character to play with. He is the older brother of Luigi, wears blue overalls, a red cap, and brown shoes. Enjoy! Luigi: Mario’s younger brother is a hilarious character who likes to help his brother out even though he gets kidnapped at times. He wears blue overalls, a green cap, and like Mario, brown shoes. His super jump ability is very useful in the second-half of the game and you’re able to attack enemies from the bottom if you jump meticulously. Finally, you can reach pipes and items that you can’t reach via ordinary jumping. Enjoy as well! Princess Peach: Princess Peach, usually the damsel in distress in Mario games, shockingly joins your party and contributes to the group in very useful and unique ways. First, you can use her pink umbrella by pressing down on the control pad to defend against enemy attacks, and secondly you can use her umbrella by jumping via the 2 button and then pressing 2 subsequently to float across large gaps; pretty useful huh? Finally, she wears a pink dress, slippers, and a tiara-(or crown if you will since she is a princess) Enjoy again! Bowser: The “great” king of the Koopas also shockingly joins your group in this great adventure. He does have a crush on Princess Peach and has been abducting her for many years now as a result. Although in the preceding Paper Mario game, Grodus’ minions kidnap the princess instead of Bowser, getting him upset in the making. In this game, Bowser has two unique abilities: his ferocious fire breath and his stomps from his weight causing major damage. His fire breath and stomps assists you in battling bosses as well as rigorous enemies such as chain chomps-(red, yellow, and black). He wears spiky bracelets, has a tad yellowish nose, has spikes on his back, and has partially green and red skin. Enjoy as well! Merlon: is a new character in the Paper Mario series. Merlon represents Flipside and its inhabitants as a result of a reference of “master” earlier in the game by a local Flipsider. Merlon gives you plenty of good advice throughout the game on what you should be doing and sometimes how you can get it done. He, according to my description, wears a blue cloak along with a hood covering which conceals his face. No offense, but he has a long, thick beard/mustache that should’ve been shorter in length. Sorry, it’s true! Nolrem: also being a new character, Nolrem is Merlon’s alter ego. Nolrem, like Merlon, represents Flopside and its inhabitants. He doesn’t play a huge role in the game unlike Merlon but he does give you useful advice in the game such as where the next Heart Pillar is in Flopside, etc. He is looks exactly like Merlon especially with their beards/mustaches but Nolrem has a more elderly appearance. Let me explain: he wears a gray hood concealing his face and a gray/pink cloak. Both Merlon and Nolrem conceal their faces so I guess we will never know how they look like. All you can truly see is their small eyes in the hood. That’s it. Bestovius: is a clever wizard who teaches you the vital ability to Flip to 3-D and then back to 2-D. He resides in Lineland your first official world you travel to in the game. At first he didn’t recognize as the hero but after your good deeds, Bestovious recognizes you as a true hero. He rests on a purple cloud and wears a colorful red and yellow cloak. Bestovious alos has the appropriate mustache size an exemplary size both Merlon and Nolrem and learn from. Oldman Watchitt: the stubborn mayor of Yold Town allows you to proceed onward to the Yold desert and then to Yold Ruins where the first Pure Heart rests. There isn’t anything really unique about his character except that he enjoys saying “watch it” a lot. He wears a groovy light brown hat, a blue t-shirt and pants, and simple brown shoes. He also has an exemplary beard/mustache Merlon and Nolrem can learn from. Merlumina: is one of the ancients who established the Light Prognosticus and the world they live in-(possibly Flipside) and she is a spirit who protects the first Pure Heart in Yold Ruins. You meet with her after defeating Fracktail your first chapter boss and she explains to you the current conflict of the Dark Prognosticus and its allies. Merlee: a mysterious fortune-teller who owns a mansion in Gloam Valley, your second world. Merlee also owns a fortune-teller’s shop in Flopside all the way to the left of the 2nd floor and she is able to tell you about future events such as the location of the next Heart Pillar and give you charms which I don’t wish to describe here. O’ Chunks: is one of Count Bleck’s evil, yet silly minions. He enjoys interfering with you during your journey-(not as much as Mimi) with his so called “fists” and ground-pounds. He has a habit of using bad grammar but you’ll feel pity for him after some beatings and consequences are implemented on him. He has a strange beard and wears red/black clothing which in my opinion, is difficult to describe. He does however, have a square-like face. O’ Chunks develops a competitive attitude toward our heroes after Bowser and Mr. L are enrolled in the game’s plot. You’ll see what I mean as you play the game. Have fun! Dimentio: is one of Count Bleck’s evil, yet magical minions. He usually follows orders as directed by the Count and isn’t as eager to spring into action like O’ Chunks or Mimi. He enjoys playing with magic and he implements its deadly attribute during battle. Dimentio wears a black hat along with simple purple and black attire similar to a clown/magician. One thing’s for sure, Dimentio believes he is a master of prestidigitation. He does play a pretty big role in the game in terms of creating his “secret projects” and assisting a minion, which I won’t state, in battle. This game is filled with surprises from Dimentio and he actually leaves you wondering, “why!?” You’ll have to get accustomed to his language however since it’s a bit sophisticated in terms of similes and comparisons. Francis: (see below) Squirps: is the prince of Squirpia, an unknown outer space location. You first meet him in Chapter 4 and he assists you in many useful ways to acquire the fifth Pure Heart. Although he does leave you to figure things out on your own such as in CHAPTER 4-4 The Whoa Zone a rigorous chapter in my opinion. He is miniscule in size and has green skin like Francis. It is difficult to describe him since he is small but he does wear a star crown atop his head. Either or, he is a nice character and I think you’ll get accustomed to his behavior in a positive way. Natasha: is Count Bleck’s personal advisor/assistant. Natasha is possibly the closest one to Count Bleck in terms of Social class and power. She has deep conversations with Bleck about how things would have been different if it weren’t for… not spoiling it! Natasha wears orange glasses, a white suit/skirt and I’m unsure if she wears shoes or any footwear. She does have blue skin and lilac hair. Mr. L: (see below) King Croacus: (see below) Bonechill: (see below) Sammer: is the king of the kingdom of the 100 Sammer Guys. He is a nice yet strange king who commands the hero, Mario, Peach, Bowser, and Luigi to battle against his 100 Sammer Guys to prove that you’re the true hero. He obviously wears a crown and a red and yellow robe. Queen Jaydes: the queen of a place called the Underwhere, where those whose games are over are sent to. Queen Jaydes has an intimidating appearance since she is tall and has imperious capabilities. Queen Jaydes wears a crown and dark purple cloths such as a cloak and a robe. She is a good person but it will take some time to get accustomed to her imperious appearance. You’ll see what I mean after you first meet with her but I won’t say when! King Grambi: the king of the Overthere, sort of sacred heavenly places for those who have done good deeds go to. It’s a pleasant place filled with clouds and ruins. King Grambi is a Nimbi who rules over them. He seems to be a nice fellow since he cares for the other local Nimbis and protects the seventh Pure Heart which I won’t spoil those details here. He wears a… well he doesn’t really wear much just a robe and he has bushy eyebrows and no crown. He is a good person and you’ll grow to like him. Flint Cragley: is a news reporter for the Cragnons. Flint went to investigate the Floro Caverns to see how the Floro Sapiens interacted and worked as well as know the whereabouts of the kidnapped and brainwashed Cragnons. You’ll eventually get accustomed to his journalistic attitude. He wears orange shorts, camping suit, and a protective helmet. CHAPTER BOSS CHARACTERS: Fracktail: the guardian of the second Pure Heart and is literally a large machine-like dragon which has the ability to fly and attack others severely with an excruciating bite. I won’t reveal anymore so that I do not spoil it for others who do not wish to know. Mimi: is an annoying boss/character that uses Rubees and her legs to annihilate her opponents. Mimi can be annoying especially at distracting us and at restraining us from our goal with traps and schemes you’ll unfortunately get accustomed to once in CHAPTER 2-2 and so on and thenceforth. She wears a pink ribbon, has light green skin, a square-like face and body, and emaciating paper-thin hands and legs. Mimi is also one of Count Bleck’s minions in executing the Dark Prognosticus and stopping the Hero from saving the world from destruction. Francis: is the third chapter boss and an annoying geek/nerd chameleon. He enjoys collecting anything “totally technical” and at one point in the game, abducts Tippi for personal satisfaction. In addition, he wears a mushroom t-shirt and an ordinary pair of glasses. Finally, he loves to take photos of the items he possess to gain more personal satisfaction. In comparison to a wild chameleon, Francis has green skin, swirling black eyes, and a long green tail. Francis can be quite annoying at times so please mind his overall behavior/conduct. MR. L: is the malevolent version of Luigi. I won’t identify him for spoiling reasons, however. Anyway, MR. L is somehow connected to the fulfillment of the Dark Prognosticus and you’ll see that at the end of the game before the official Final Boss battle. He wears a gray cape, the same clothes as Luigi-(including green overalls and probably brown or black shoes) and a black mask concealing his true identity. To be honest, Mr. L was in fact brainwashed by Natasha who is Count Bleck’s advisor/assistant. Mr. L engages in combat either by himself or with his Brobot a machine reincarnated by the appearance of Mr. L himself. When the going gets tough for him, he summons his Brobot to engage in more thrilling, exhaustive, and skilled battles. This includes missiles and a potent laser beam. King Croacus-(IV): is the present-day ruler of the Floro Sapiens who orders the execution of the Cragnons for polluting the Floro Sapiens’ water. King Croacus was made king after the death of King Croacus III and he established an equal balanced influence which made him popular and well-known. He enjoys to mind-control Cragnons so that they can discontinue polluting their precious water source(s). He, no offense, has a female appearance even though he IS a male flower. King Croacus has pink/light red pedals and a green/yellow stem. He has the lips of a female flower since they are puffy and are red. He like all things beautiful and magnificent which is one of the reasons he holds the sixth Pure Heart. Bonechill: was presumed to be a Nimbi before taking his horrid, massive, and eerie appearance. Bonechill enjoys using ice attacks and its attribute to freeze living and non-living materials makes it one of the most significant attacks for Bonechill to inherit and implement. He wishes to absorb the life force of a living creature that carries the eighth Pure Heart and I won’t reveal that here. Bonechill, as you can identify simply by examining his name, is composed of bones and a cannon. The cannon fires icicles towards you slowly which can be easily avoided by jumping at the “right” time. Bonechill also like to use his ice breath to quickly freeze you temporarily and cause you extra damage. Finally, he creates icicles on the ceiling for them to strike when they drop. They can however, be easily avoided by using Peach’s umbrella. Count Bleck: is the initiator and executor of the Dark Prognosticus. He has an evil appearance but he can be a good person if he chooses to be. He is the second to last boss-(yes, your read correctly) and he likes to freeze time itself and taunt you with his Void attacks. In the beginning, he is invincible via the power of the Chaos Heart. He wears a top hat as if of a magician’s, a white/lavender suit, and carries a diamond-shaped wand-(or staff). He can be a tough boss to beat but it’s doable with the power of all eight Pure Hearts and your magnificent skills. FINAL BOSS: will not be described for spoil purposes. See bottom of guide. (A3) Basic/Main Controls: PLEASE NOTE: You can always refer to these controls in the game by pressing – to activate the menu or by referring to them in the game’s instruction booklet-(page 5). Either way, I hope you enjoy my similar version with a bit of enthusiasm. Thanks for reading and enjoy! Finally, you’ll be holding the Wii remote SIDEWAYS for most of the game. However, some sections of the game force you to POINT the Wii remote vertically towards the television screen. * Control Pad: General movement Walk/Crouch-(press and hold DOWN on the pad) Guard: Press and hold DOWN while using Peach. Fire Breath: Press and hold DOWN while using Bowser Super Jump: Press and hold Down to build power and unleash a powerful jump strike while using Luigi Speak/Communicate/Interact: Press and hold down UP when it appears near someone or something to interact with it. Opening a chest or examining objects in general: Press and hold UP on the prompt when the prompt appears. Viewing previous dialogue messages: Press and hold UP during a conversation. * A Button: While using Mario, simply press A to flip to 3-D. This will only happen if you learned the technique from a person I will not mention here. For more information, refer to the CHAPTER 1-1 section and read from there. During long and thorough explanations or dialogue, press A to skim through it or to just skip the messages. *1 Button: Use a Pixl At the time when a STAR image appears, press 1 to read the rest of the message or letter. *2 Button: Jump Float using Peach’s umbrella Confirm selection or use/select an item Read the rest of a conversation using 2 when a STAR image appears HINT: If you’re accustomed to the Gamecube controls like me, then just think of the 2 button as the A button for the Wii. + Button-(Plus): Display the menu on the screen - Button-(Minus): Display the controls Pointer: Use Tippi by pointing the Wii remote at the screen You can view her hints and explanations on various things such as people or enemies. Use the Pointer to fully activate items that require you to point the Wii Remote at the screen. (A4) There are a total of 12-(including Tippi) pixls in this game and the mandatory ones are the following: Thoreau, Boomer, Slim, Thudley, Carrie, Fleep, Cudge, and Dottie. Optional ones which I recommend are: Barry, Dashell, and Piccolo. Below is a brief and thorough description of each pixl in the game and of their unique roles. Please take note of the ones that are mandatory and optional for they are labeled as: *MANDATORY* and *OPTIONAL*. Finally, you also have the option to replace Tippi with Tiptron, a mechanical “pixl.” You can only acquire her after you complete the game. Please see Side Quests section for more information. Thank you. (A4.1) Tippi: *MANDATORY* (possibly coming soon!) Please always keep in mind that I spent bountiful amounts of time on this guide and I will to be given credit for it. I give credit to GameFAQS for allowing me to post this appropriate and well-written guide on their web site and I gave credit to King_Gamer2828 for prominent information. Thank you all to those who helped me create this guide and thank you all for making me become a better, and more inspiring author. Thank you. VIV (X1) Final Copyright/Final Comment COPYRIGHT 2007 J.C. PRODUCTIONS, INC. All rights reserved. All in all, Super Paper Mario is one of the best games I have ever played in my 6-7 years of videogame experience. This game, in my opinion, incorporates commitment and the ambition to strive for success and personal satisfaction. It also carries along a prominent value to treat others with love and respect just like Mario and Tippi, and Tippi and Count Bleck. Always strive for your dream and persevere for it. This game is a masterpiece and all I have to say is well done… very well done. See you next time! Items, in my view, are very essential to accomplishing the game efficiently and orderly. Items can get you out of tough situations especially when you have low HP. That is why I created an item section for this unique guide. I hope you enjoy it! Please be aware that you can, in addition to purchasing items, sell, store, pick up, and check your points at a local item shop. Finally, the MAXIMUM amount of coins you can hold is 999-(that’s nine hundred and ninety-nine). The following list of items along with their effect and price does NOT include other items you can obtain while playing the game, but when you purchase them in or at an item’s shop. I also included a degree scale of 1 to 5 according to the item’s price and effect. Please refer to the SCALE KEY for more information. SCALE KEY: 1- item has a low price and does not have a potent effect on enemies/or yourself 2- item has an ordinary price and corresponds to a small effect to you or foes 3- item has a substantial price and effect towards enemies or your character 4- item has a high price and a potent/strong effect on you or enemies 5- item has an extraordinary high price and an excellent effect on either your character or opponents SHROOM SHAKE: Degree 2 Effect: replenishes 10 HP and cures poison Price: 30 coins ………………………………………………………………………………………………………………………………………… LONG-LAST SHAKE: Degree 3 Effect: regenerates HP over a period of time Price: 30 coins …………………………………………………………………………………………………………………………………………… LIFE SHROOM: Degree 4 Effect: A) instantaneously replenishes 5 HP if your HP is depleted during or outside of battle B) if eaten any other time, it will restore 5 HP and cure poison Price: 100 coins ………………………………………………………………………………………………………………………………………… FIRE BURST: Degree 1.5 Effect: inflicts enemies with fiery flames Price: 20 coins …………………………………………………………………………………………………………………………………………… ICE STORM: Degree 3 Effect: inflicts foes with chilly fragments of ice Price: 40 coins …………………………………………………………………………………………………………………………………………… SLEEPY SHEEP: Degree 2 Effect: causes opponents to fall asleep for a brief time Price: 10 coins …………………………………………………………………………………………………………………………………………… COURAGE SHELL: Degree 2 Effect: halves the amount of damage you take for a brief time Price: 10 coins …………………………………………………………………………………………………………………………………………… SHELL SHOCK: Degree 3 Effect: inflicts damage on enemies when you strike the shell Price: 20 coins …………………………………………………………………………………………………………………………………………… STAR MEDAL: Degree 4 Effect: awards you 1,000 points to your overall score upon use Price: 50 coins …………………………………………………………………………………………………………………………………………… GOLD BAR: Degree 2.5 Effect: if sold, you can accumulate approximately 100 coins Price: 100 coins PLEASE NOTE: The ABOVE items can be purchased and obtained at Howzit’s Items Shop located in FLIPSIDE. ………………………………………………………………………………………………………………………………………… SUPER SHROOM SHAKE: Degree 4.5 Effect: replenishes 20 HP and cures poison Price: 80 coins …………………………………………………………………………………………………………………………………………… ULTRA SHROOM SHAKE: Degree 5 Effect: replenishes 50 coins and cures poison Price: 300 coins …………………………………………………………………………………………………………………………………………… THUNDER RAGE: Degree 4.7 Effect: inflicts foes with potent and penetrating lightning Price: 80 coins …………………………………………………………………………………………………………………………………………… STOP WATCH: Degree 3.5 Effect: an odd watch that freezes time for enemies, leaving them immobile and frozen for a brief timeframe. Price: 50 coins ………………………………………………………………………………………………………………………………………………… MIGHTY TONIC: Degree 4.2 Effect: a burly beverage that for a time doubles your attack power Price: 70 coins ………………………………………………………………………………………………………………………………………………… VOLT SHROOM: Degree 3.5 Effect: briefly paralyzes foes you come in contact with Price: 30 coins ……………………………………………………………………………………………………………………………………………… BLOCK BLOCK: Degree 4 Effect: creates an impenetrable barrier around you, making you invincible for a brief time. Price: 50 coins …………………………………………………………………………………………………………………………………………… GHOST SHROOM: Degree 5 Effect: calls forth a potent shroom to attack and defeat nearby enemies Price: 88 coins …………………………………………………………………………………………………………………………………………… GOLD MEDAL: Degree 4.5 Effect: awards you 10,000 points to your overall score upon use Price: 500 coins ……………………………………………………………………………………………………………………………………………… GOLD BAR X 3: Degree 4.3 Effect: if sold, you can obtain approximately 300 coins Price: 300 coins PLEASE NOTE: the ABOVE items can be purchased and obtained at Notso’s Items shop in FLOPSIDE. In this shop, items are more expensive since they correspond to a more sophisticated and potent effect that Howzit’s shop unfortunately lacks. Finally, you can also sell, store, pick up, and check your points just like Howzit’s shop in FLIPSIDE. ADDITIONAL ITEMS: From other shops in Yold Town and Downtown of Crag POW BLOCK: Degree 4 Effect: inflicts enemies with a potent quake on the ground Price: 80 coins ……………………………………………………………………………………………………………………………………………………… MYSTERY BOX: Degree 2.7 Effect: it’s a surprise! Price: 3 coins ……………………………………………………………………………………………………………………………………………………… PRIMORDIAL FRUIT: Degree 2.5 Effect: replenishes 10 HP and cures poison Price: 22 coins ……………………………………………………………………………………………………………………………………………………… (A6) You are more than welcome to send me e-mails regarding questions, decent comments, and concerns regarding my guide at my e-mail address: . To create the underscore or the line in between my first and last name, click SHIFT and then the dash key next to the “0” key. Please do , under any circumstances, send me inappropriate articles. This includes: profane language, vulgar images, spam, viruses, pop-ups, or any of the sort. This is extremely annoying and unacceptable. This is not only humorous, but I do plan to take legal actions if such items are sent to me. Please note that you are fully responsible for what you write and I will be saving and keeping record of what you sent me as proof of my allegation(s) toward you. Below are the e-mail guidelines I created. There are 6-(six) simple guidelines you MUST abide and uphold. Thank you for your cooperation. . Use proper spelling and grammar . Ask questions or give appropriate comments to posted/answered here . You SHOULD say “Super Paper Mario” in the e-mail message . You MUST write discretely and politely or I won’t read your message . Include/insert your name or a code name to address you by . Send your message between the hours of 9:00 A.M. and 6:00 P.M. Copyright information, as you have already seen in the beginning of my guide, I stated my copyright meaning that this guide cannot be sold, copied from, or plagiarized from. You must have my personal consent in order to use my guide and GameFAQs reinforces that. Either or, this guide is to be posted on GameFAQS.com and read as such. I do however, accept offers for friendship based on the ages BETWEEN 12 and 16. If you’re polite and respectful, I will consider you as one of my colleagues to write, post, and establish more FAQS. GameFAQS.com gives others opportunities to make new friends and produce well-written guides and I am truly grateful for that. Thank you. VII (B1) FAQ Walkthrough Well here we go! We’re about to begin one of my favorite games of all time, “Super Paper Mario!” If you ever stumble, send me an e-mail since I check my messages daily and promise to respond. Without further or do, insert the Super Paper Mario game disk into the Wii, click on Start and after watching the very first cut scene press 2, name your file, and begin the game! (B2) Mario’s House You first begin at Mario’s house and the two Mario Bros. talk. After some chit-chat, Luigi suggests that they should go visit Mushroom Castle to see Princess Peach. When they’re outside, Toad appears in a frantic and shocking manner. Toad, stuttering, reports that Princess Peach has yet again been kidnapped! Luigi believes it’s the work of the “bad guy” and that we’ll have to infiltrate his castle to rescue Peach. (B3) Bowser’s Castle In here, Bowser is as cranky and as ruling as ever. He is planning to infiltrate Mushroom Castle and kidnap Peach. Wait, didn’t we think he already did that!? Anyway, Mario and Luigi confront Bowser explaining how they entered the castle and why they are there. Afterwards, Peach appears in this sort of holographic beehive cage along with Count Bleck, the main villain. He says that he is the one who kidnapped her and is the current executer of the Dark Prognosticus. In order to initiate this awkward and evil prophecy, he requires three already known individuals: Peach, Luigi, and Bowser. Count Bleck departs with them along with Bowser’s many minions and leaves Mario behind. Then, a strange butter-flied pixl appears. She introduces herself by the name of Tippi explaining the following: the Dark Prognosticus, the interdimensional Void, and the safety of Mario’s friends. Mario and Tippi flip and depart for an unknown location. (B4) Flipside: You wound up at the top of Flipside Tower where Tippi introduces you to a sort of wizard or professor named Merlon. Merlon explains the “end of all worlds” by telling us about the lilac and black miniature void in the sky. It will eventually grow and develop and swallow all worlds in the process. It’s a good thing Mario is back to save the day! Merlon then hands you your very first Pure Heart, which is essential to saving every world. YOU GOT A PURE HEART!!! Merlon tells you to insert the pure heart into a in which Tippi will guide you to. So, that’s what we’re going to do. Head to the left, away from Merlon, and press UP on the control pad to initiate the elevator and you will enter Flipside’s second floor; head to the right, past the inn, to reach Tippi as well as another elevator. Activate it and it will transfer you to Flipside’s third floor. Continue all the way to the left to reach your first Heart Pillar. Once there, approach it and when you’re able to press UP, press it and insert the pure heart into the pillar. Watch this brief cut scene to see a red door appear where you were before. Head back too Merlon the exact same way you reached the pillar by taking the first elevator to the second floor, saving your game as recommended by Tippi, and take the second elevator next to the Save block. On Flipside Tower, Merlon will explain that this red “dimensional door” is meant to lead you to your second pure heart and that Tippi is to assist you find it and return to Flipside. He will hand you the RETURN PIPE which allows you to return to Flipside anywhere in the game from afar. Quick Tutorial: To use the Return Pipe, press + on your Wii remote, press “Important Things,” and select the Return Pipe. Merlon advises you to seek a wizard named Bestovius who will teach you a critical and valuable technique. Enter the RED dimensional door to your first world. When you enter, you will watch a cut scene to get acquainted with your future enemies and major boss battles such as O’ Chunks, Mimi, Dimentio, and of course, Count Bleck. They discuss an action plan for the hero of the prophecy and O’ Chunks volunteers to remove Mario and his friends from the game. Along with O’ Chunks, Dimentio also joins to defeat Mario. (C1) CHAPTER 1-1: THE ADVENTURE UNFOLDS HP: 10 CHARACTERS: 1 ATTACK: 1 COINS: 0 PIXLS: 1 PURE HEARTS: 1 The world is pleasantly drawn out and Mario and Tippi step out from the door. Tippi advises you to use her ability of gathering and learning information from people and enemies by pointing the remote at the screen and focusing on the thing you want to know about. Hint: things in red will be eligible for focus. After finding the focus point press the A button to gather and learn the info. You are now in Lineland Road, your first world. Head to the right, jump and defeat the Goomba. Afterwards, hit all the blocks and the brick blocks to receive coins as well as a MUSHROOM to recover HP even though you shouldn’t have lost any by now. Head to the right until you reach a dead end consisting of a door surrounded by indestructible brown blocks. Strike the coin block near you, jump on top, leaping onto the indestructible blocks, crossing them and landing safely on the other side. Subsequently, jump over the small gap and enter the pipe in front. In here, jump and open the chest to find a SHROOM SHAKE. Leave thru the pipe on the floor. Outside, defeat the Squiglet, jump up, and Bestovius’ house will come into clear view. Before entering, save your progress via the Save block to the far right and enter Bestovius’ home. Inside… you will find nothing, or is there something? Tippi suggests to use her unique ability to uncover hidden things so point your Wii remote at the screen, locate a wooden door in the center of the wall, press A to reveal it, and enter the now accessible and visible door. Inside the interior of the house, you will meet Bestovius, a clever wizard. He recognizes you as a hero impersonator but Tippi explains the truth about Merlon’s suspicions and Bestovius finally concurs. He offers to teach you the flipping technique for… 10, 000 coins! Now that’s just robbing people’s money not to mention the hero of all time Mario! Refuse or say “No” to the first two offers and say “Yes” when he offers to teach you the technique for free. He will grant to you the vital skill of flipping and you will be able to flip from 2-D to 3-D at will. Remember, using your ability too long will cause you to lose HP so always verify and acknowledge your Flip Gauge on the upper-left hand side of the screen to confirm how much time you have left before loosing HP. After learning the technique, flip by pressing A and you will find the following: a SHROOM SHAKE and a SHELL SHOCK. Flip back into 2-D to build up your Flip Gauge and then, exit the interior and flip to find a FIRE BURST, and exit the house the same exact way you entered. Once outside, save your progress with the Save block and continue to the left to the door surrounded by the indestructible blocks. Before doing so, flip in front of Bestovius’ house to reveal three-(3) blocks. Strike them to acquire the following: one coin, PAL PILLS, and yet again, a single coin. Still in 3-D, head a bit to your left and fall off the edge to obtain approximately 5-6 coins. Finally, head to the door surrounded by indestructible blocks. Once there, flip in front of the blocks to reveal a way to access the door in 3-D. When you’re in front of the door, press LEFT on your control pad and enter the door. Here, continue to the left defeating all the enemies including the Kola Troopa to earn points. If you are lucky, you will be able to acquire a TURTLEY LEAF which reduces all damage by half. After the enemies you will encounter green pipes in your path which you can simply pass by flipping since you can’t jump over them so do that. Take the MUSHROOM atop the pipe you can jump on and acquire the GOOMBA CARD. Jump over the gap, collect ALL the coins here, and jump atop the center coin block to obtain the HAPPY FLOWER in which coins will begin to rain. Please acquire 15 coins if possible. After your fun, continue to the right to reach a large gap you cannot cross by jumping. Flip to 3-D to reveal a path on the left hand side of the screen. Cross the path. Defeat the Goomba in 3-D and then flip to 2-D. Jump atop the indestructible blocks, jump over the small gap, and defeat the Squig. Squigs are tougher versions than ordinary Squiglets because one, they have 4 HP and can cause damage to you by 1. Jump on it, avoiding its attacks if necessary, and enter the door all the way to the right. Continuing on the path, you will come across an enemy named a Sproing-Oing, a monster who likes to jump endlessly. Flip if you want or eliminate it for points and coins and continue to the right. You will then have to jump on top of a yellow platform in order to ascend to the top of the hill blocking your way. Simply press 2 twice when on the platform and you will succeed. Defeat the enemies; collect the coins, flip to reveal a way through with many Squigs in your path, and pass them. Jump on the blocks, jump over the gap, and enter the door at the end. Here, you will get to use my personal favorite item, the MEGA STAR. First, bypass the Piranha Plants and strike the block to acquire your very first MEGA STAR. Defeat ALL the enemies here with this new powerful item and finally at the end hit the STAR BLOCK to end this chapter. (C2) CHAPTER 1-2: AFOOT IN THE FOOTHILLS HP: 15 CHARACTERS: 1 ATTACK: 1 LEVEL: 2 COINS: 60 PIXLS: 1 PURE HEARTS: 1 Before officially entering this chapter, you should have saved your progress after hitting the star block and you should have gotten a LEVEL UP with 15 HP currently with 60 coins. I’ll be updating you on what you should have BASED on my walkthrough so please keep up and there won’t be any surprises. Beginning, hit the four coin blocks to receive a MUSHROOM and three coins. Defeat the Koopa Troopas including the Para Koopa Troopa in 2-D and in 3-D. Once done, climb or ascend the mountain platforms. At the top, you will find a strange mechanism. Get in the middle of the red square to be transferred to the other side. Cool. On the other side, continue to the right to discover a blue switch you can’t press in 2-D. So… flip into 3-D and jump on it to initiate the creation of more mountain platforms. Ascend them and use the mechanism like before to get to the other side. Doing so, will allow you to enter the door but do not enter yet. Jump off the ledge, avoiding jumping in the center of the ledge, to find one coin. Hey… something is something. Jump onto the ledge the door is on and enter. Here, jump over the small gap, defeat the Koopa Troopa, and head to the right until you reach a “dead end”. When you do, flip to reveal four coin blocks with coins you can get and jump on top of them to reach the ledge above. Here, you will find another set of four coin blocks. Hit them, leap on top of them, flip into 3-D to jump onto the indestructible brown blocks above, and defeat the Koopa Troopas. Afterwards, continue on the blocks all the way to the right and fall off the ledge. You will find these dangerous, or should I say precarious spike-like Thwomp monsters, that can hurt you if you come into contact with them. To avoid them, simply flip into 3-D to have a wider area to bypass them. Follow the path up in 3-D until you reach a door you can enter at the end. Enter. In this area, continue all the way to the right, avoiding the pipe for now to discover a sign which states: “Bridge Closed-Red the Bridgemaster” Enter the green pipe I told you to avoid earlier to wound up in the background. Yes… the background. Once there, continue all the way to the left to find a small, lonely house. Enter via pressing UP. Inside, climb the stairs to find sweat coming out of nowhere! Flip to find Red the Bridge master who has been sequestered in 3-D. Speak to him by pressing LEFT in 3-D mode and after chatting, flip back to 2-D to bring both you and Red to 2-D version. Mario and Tippi request that the bridge be created to continue. Red will then ask you this question: “What’s the manliest color in the entire universe, Red or Green?” Answer “RED” and he’ll create the bridge for you to cross. Exit his house, enter the pipe you used to enter the background, and cross the newly formed bridge. Once across, save your progress with the Save block and enter this strange little isolated area named Yold Town. Enter the first building you see which is an items shop. Here, I recommend you purchase the following: FIRE BURST, LONG-LAST SHAKE, and VOLT SROOM. Since you should have about 70 coins by now and since I had 72 coins when I entered the shop you should have 30 coins left. Exit the shop to find a coin block containing a MUSHROOM inside then flip to 3-D and enter the pipe that was behind the indestructible brown blocks. Please take the 16 coins here and exit. Head all the way to the right where you will again see a large gap requiring you to form a bridge. This time, it’s with Green, Bridge Overseer. Enter the green pipe to enter the background and enter Green’s home to the right. Inside, climb the stairs and speak to Green who is NOT in 3-D. He says that you need to speak with Old Man Watchitt for his consent on activating the bridge. Let’s go and do that. Exit the house, enter the pipe and enter the first door you see when you head to the left from the pipe, that is Old Man Watchitt’s house. Enter. Speak with the man and he’ll tell you that in order for you to convince him that you’re the hero; you will need to find a . That sounds familiar. Exit the house and continue to left and enter the first building you see to your left. Inside, you will see stalls colored in blue and red. Head all the way to the left and flip to discover a green pipe behind a stall. Enter. Underground, you will see gigantic Thwomps you can bypass using your flip technique. Flip and head behind the 2-D Thwomps to the other side and enter the door. In here, use Tippi’s unique ability to reveal a new door to your right. Enter. As soon as you enter, the only door leading out is locked by a strange cage-like object. Anyway, open the huge chest to your right to obtain something very useful. It’s… Thoreau! Your second pixl that was inserted into that chest 1,500 years ago! YOU ACQUIRED THOREAU!!! Quick Tutorial: Thoreau, the hand-looking pixl, can be used adequately to throw objects at enemies and to hit objects such as switches that are out of grasp. Press 1 to grab the object, and press 1 once again to throw. You’ll be using him quite often so please get accustomed to him as needed. After receiving him, it’s time to use his unique ability. Using Thoreau, grab the white or red block to the right by pressing 1, jump over the chest Thoreau was in, run towards the blue switch, and when prepared, press 1 again to throw the block to the blue switch. By doing so successfully, the blue switch will activate and the cage around the door will disappear making the door accessible again. Enter and head all the way back outside to Yold Town, into Old Man Watchitt’s house. Speak to him and show him Thoreau, the hand-looking pixl. He is convinced and will send “word” to Green of his consent to activate the bridge. Let’s head to Green’s house. Exit Watchitt’s house and head all the way to the right, entering the pipe, into the background, and into Green’s house. Speak to him and he’ll activate the bridge. Afterwards like Red, he will ask you this question: “Red or Green, What’s better?” Answer “RED,” the second option-(any option gets you thrown out possibly) to get you unfortunately kicked out but our business isn’t done there yet. Go back to Green’s house and climb the stairs to the second floor, or the floor Green is on. Jump over Green and get in front of the green switch he lowered to create the bridge. There, flip to 3-D, and go behind his bed to receive a RED and GREEN CARD. Once that’s done, exit his house and cross the newly formed green bridge. Once on the other side, continue a bit to the right to find the STAR BLOCK. Hit it to finally end this chapter. (C3) CHAPTER 1-3: THE SANDS OF YOLD You will enter the Yold Desert. Tippi suggests that our second Pure Heart isn’t too far since there are ruins near and she can feel its presence. Not to be a spoiler, but we will not be receiving the Pure Heart this chapter. Sorry. Once you’re ready to move on, continue to the right and strike the four coin blocks, three containing coins, and one containing a SPEED FLOWER. Take the flower to temporarily speed up time. Use it to earn triple the coins and points when defeating enemies to gain another LEVEL UP. After defeating the Squigs and Squiglets, continue to the right to spot a red palm tree. Remember where this palm tree is because we will return here for our quest. Past the tree, pass the quick sand gap; use Thoreau to grab the Bald Clefts, and throwing them into the small quick sand gap we passed earlier. Above the brick blocks there are two coin blocks one containing a MUSHROOM, the other a coin. Continuing to the right, you will discover this strange boxer- like creatures named Boomboxer. Hit it from below the brick block, causing it to fall, and then jumping quickly on it to avoid damage. After passing the second quick sand gap you will find a creature named Jawbus who bite anything, particularly anyone in range. To defeat it, flip to get behind it, flip back to 2-D, use Thoreau to grab its tail and throw it into the quicksand to dispose of it. Continue to the right, past where the Jawbus was, and enter the door at the end. In this area, the only main way you need to go is to the right. I’ll state it now so that I don’t have to say it for this explicit area. Anyway, continue on-(notice how I’m not saying right anymore) to a Bald Cleft. Grab it and throw it in the quick sand gap. Afterwards, jump over the gap and you will encounter another creature named a Cherbil. It’s pink and its pink gas can make you sleepy as well as lose HP. Just jump on it or use Thoreau to defeat it and move on. Defeat the Goomba in your path and stop when you come across a large rock looking literally like a triangle. Next to that, flip to discover it’s actually an arrow pointing to the RIGHT. Head in that direction and cross the thin path to the other side. There, continue in the only direction you can go-(right) until you can’t proceed no more and you reach an ancient signpost. It states: “Find ye the tall of fortune, and leapeth under its branches 10 times. Notice how I put “red palm tree” in bold and underlined it earlier? That means that we must go back there. Before doing so, let’s explore more of this area, just in case. Head left and flip to 3-D to head left again and leave the area with the signpost. Pass the rock with the arrow or the triangle rock and continue to the right-(past the indestructible blocks by flipping). Defeat or throw the two Bald Clefts into the quick sand gap and for the Boomboxer, jump on it to receive some coins and points, but avoid its sonic-like waves. Well, sorry I guess there’s nothing else to do in this area anymore! Oh, if possible, flip behind a rock or boulder near a quick sand gap to receive a COURAGE SHELL. Anyway, enter the door at the end. In this area we were in before head to the LEFT all the way to the red palm tree. On your way, flip behind the rock after the first quick sand gap you see when you entered the door to defeat two Squiglets and receive a SQUIG CARD. Once under the red palm tree, jump or leap 10-(ten) times up and down to reveal a new door to enter. Enter. In this brand new area, ignore the yellow platform and the mechanism on top of the indestructible brown blocks and continue to the right for now to collect some coins and goodies. Flip at your first quick sand gap and jump over it to get across. On the other side, hit the four coin blocks for three coins and a… ZOMBIE SHROOM! Defeat it quickly and meticulously before you take damage, okay? Afterwards, continue to the RIGHT until you reach a large quick sand gap you probably won’t be able to cross via ordinary jumping. Flip to reveal a thin, but accessible path to cross the gap to the other side. There, don’t flip back to 2-D until you’re past the brown indestructible blocks. Next to you there should be a yellow platform so jump on it using the 2 button to reach the top of another set of indestructible brown blocks. Jump off to one brown “you know what block” and use Thoreau by pressing the 1 button to activate the switch sequestered in the brown blocks. By doing so, you will activate a mechanism you can use so get in the middle of the red square and you will promptly be transferred. At the end, fall off the brown “you know what blocks” and you can access four coin blocks, one containing a MUSHROOM, and three containing coins. Next, continue to the right to reach a door and a Save block. Save your progress first and then enter the door. Inside… hey who’s that speaking!? It’s… O’ Chunks! He knocks both doors off so that you can’t escape and Tippi identifies him as one of Count Bleck’s thugs, obviously! Well, it’s time for our first formal and official boss battle, although this should really be a mini-boss battle since O’ Chunks is not, nor will ever be, the Chapter Boss. Anyway, feel free to look below on my mini-boss tutorial and best of luck! ----------------------------------------------------------------------- MINI-BOSS: O’ CHUNKS: HP: 20 ATTACK: 1 ATTACKS: Stomping on you BATTLE METHODS: I recommend using Tippi first to identify how you can battle to your optimum level. To do so, use Thoreau to grab him-(press 1), use Thoreau to toss him-(press 1 again) and then jump on him repeatedly. If you need to, use items such as the ones we’ve collected already to get this battle get it over with. This is your first mini-boss battle against one Count Bleck’s minions so make a good impression! ----------------------------------------------------------------------- After you win, I must say it is atrocious how O’ Chunks left the scene. Was that gas? Bleh! Anyway, he says to call it a tie-(yeah right) and that he’ll remember “Maria,” it’s MARIO! Enter the door on the right that O’ Chunks was next to. Here, to your left jump unto the brown “you know what” blocks, jump across the set of yellow moving platforms, and enter the door. In here, head to the LEFT and read the signpost which states: “Percheth ye atop the distant platform of blue and… (skipped a small section) Gaze ye at the side of this signpost.” This is valuable information; however, we need one more piece of info before ending this chapter. Before exiting this area, jump over the signpost to find 5-(five) coin blocks containing only one coin in each. Afterwards, jump over the signpost yet again, and exit this area via the only accessible door. Back here, jump off the ledge you’re currently, head a bit to your RIGHT, flip near that rock, and take the astounding item, GHOST SHROOM; afterwards, head all the way to the RIGHT to come across another set of yellow platforms that can be accessed via the jumping platform on the floor, taking you to another new door. Enter. In here are the ruins Old Man Watchitt was talking about. We’re still missing vital information to end this chapter. However, by experience, I shall tell you what you need to know in the interest of time. Head all the way to the right until you reach a large blue platform. Jump on top of it, looking towards the LEFT, not right, press 1 and – simultaneously to cause the STAR BLOCK to appear. Walk up to it and give it a good smack to finally end this chapter. (C4) CHAPTER 1-4: MONSTER OF THE RUINS HP: 15 CHARACTERS: 1 ATTACK: 2 LEVEL: 3 COINS: 95 PIXLS: 2 PURE HEARTS: 1 We are now in the Yold Ruins, the exact ruins Old Man Watchitt had been talking about. When you first enter, Tippi senses the Pure Heart being very close by, but also “something else” is waiting for us ahead. Let’s see what that is then. Start by heading RIGHT down the stairs. Defeat the Squiglet at the bottom and enter the door. Here, you’ll start by encountering a Buzzy Beetle which you can easily defeat by jumping once on its shell, and once again on its shell into the quick sand gap ahead. After defeating the first three, jump over the gap-(quick sand), avoid the fiery line of fire, and hit the block for a MUSHROOM, if you need it. Swiftly, jump on top of the block from which you received the mushroom, jump again to a brown block, and again to a medium-sized ledge. At the end of this ledge, use the yellow ladder to descend, follow the simple path, and open the chest to receive a LIFE SHROOM. Leave that area the same way you reached it, pass all the fiery line of flames, and enter the door at the end. As soon as you enter, you will notice about 5 lines of flames in total. To avoid and bypass them, flip to 3-D, and simply pass them. At the end of this area you will see a locked door which we obviously can’t access right now and another door in mid-air further to the right! Well, that’s impossible and you’ll soon know why because the secret is hidden! Flip to see two blocks you can strike in 3-D to form a way to the door above. Once you’ve hit both of them, flip to 2-D and enter the now accessible door. In here, you will find the same spike-looking monster named a Spiky Tromp. You have to avoid them by flipping to 3-D. Do that, continue UP in 3-D-(or RIGHT in 2-D) until you reach a yellow ladder. Flip back to 2-D, climb the ladder, and open the chest to acquire a RUINS KEY. Well done! Now we can go open the door that was locked in the previous room. Exit this room, head a bit to your LEFT, and unlock the door. Enter. Here, there is a Save block as soon as you enter so use it to save your progress. Afterwards, defeat the Buzzy Beetle, carefully enter the quick sand-(don’t worry, if you’re fast, keep moving, and are quick, you won’t die) and hit the four coin blocks here defeating the Squiglet. Next, flip to 3-D and you will yet again, bypass Spiky Tromps. At the other side, defeat the Squig-(purple) and you’ll notice another locked door and an unlocked door above. Enter the door that is obviously unlocked and is above the locked door. In here, you will have to use Thoreau. Head to the right, descend on the yellow ladder provided, grab the Squiglet that emerged unpredictably from the green pipe-(or wait for one if one isn’t there yet), and throw the Squiglet to the blue switch to cause something to happen outside this room, according to Tippi. Climb the ladder and leave this room. It may seem as if nothing happened when you reentered this room but looks can be deceiving. Head to the left past the two Spiky Tromps to see a key sequestered by indestructible brown blocks. Oh… whatever shall we do! Ha! Anyway, past the humor and emotional emphasis, you need to jump on either the right or left brown separated blocks that you can go on top of. I chose the right block since its closer to the locked door. Anyway, once there, use Thoreau’s throwing attribute to allow him to give you the RUINS KEY. That wasn’t too hard was it now? Open the locked door to the RIGHT, past the Spiky Tromps, and enter the now accessible door. Inside, descend the steps to find yet again another door in mid-air. If your presumption was to flip, you’re unfortunately incorrect. Use Tippi’s ability by pointing your Wii remote at the screen, searching under the door for a ledge, and press A to reveal the ledge. Enter the door above. Another locked door! Isn’t this getting quite annoying by now? Well, don’t worry because we’re almost finished. In here, go RIGHT and defeat the Buzzy Beetle(s). Continue headway in that direction until you reach a dead end. Flip to reveal a thin path you can cross. Do so and the path will lead you to a chest. Open it and take the BUZZY BEETLE CARD. Afterwards, flip and defeat the two Buzzy beetles. Finally, leave there via flipping and taking the thin path back and head all the way to the LEFT, past the fiery lines of flame, until you reach a key surrounded by another set of indestructible blocks. Instead of Thoreau doing all the work, Mario will be retrieving this one. Flip to 3-D and enter the hole or space in the wall by going LEFT in 3-D. Walk up a few steps and take the RUINS KEY. With that in your possession, take that key and unlock the door to the right of the door that we used to enter this room in the first place. Enter. Using the yellow platform a bit to your LEFT as soon as you enter this room, press the 2 button on your Wii remote to ascend to the LEFT, not right side of the gap we’re in. Once you’re on the LEFT side, flip to 3-D to reveal a yellow ladder you can climb to reach a higher level. Climb up. On this level, drop down a bit and continue RIGHT to strike a blue switch. By doing so, bountiful amounts of Spiky Tromps will begin to come out of the wall and a large intriguing red switch with an exclamation point will appear. Quickly, jump out of that area and strike the large red switch. This is funny, when you hit the switch, all the Spiky Tromps will fall all the way to the ground creating a bridge to the door in mid-air. That was convenient of them. Flip to 3-D and descend the ladder to the lower level and enter the door the Spiky Tromps are below of. In here are 4-(four) red switches that you need to hit in an explicit order to proceed. I will be using numbers 1 thru 4, okay? From LEFT TO RIGHT I numbered them. Here is the order: 3, 1, 4, and 2. If this doesn’t work, then you are literally doomed because I verified that this order is correct and accurate. Or, you can simply flip and the answer is on the side of each red block. Without further or do, ascend the newly formed stairs. At the top, first save your progress via the Save block and then hit the coin block to receive a SUPER MUSHROOM. When you’re ready, enter the green pipe. You will emerge outside in the Yold Desert I believe you’re in regardless that the game does not say so. Anyway, proceed a bit to the RIGHT, the pipe will disappear, and your chapter boss will emerge from the sand. Fracktail, the guardian of the Pure Heart, identifies you as the legendary hero and apologizes for his accusation of you being an intruder. Doesn’t he remind a bit of Hooktail from the preceding Paper Mario game: The Thousand-Year Door? Anyway, before you can actually acquire the Pure Heart, Dimentio appears, reprograms Fracktail’s main computer since he is a machine, loses control of his actions, and the boss battle begins. See below for Quick Tutorial: ----------------------------------------------------------------------- CHAPTER BOSS: FRACKTAIL HP: 18 ATTACK: 1 ATTACKS: Charging at you BATTLE METHOD: Okay, he’s actually pretty simple-(and I truly mean that). Firstly, dodge his attacks towards you on the ground. Secondly, after he tries to attack you in 2-D, he’ll try and shock you by attacking you at an angle where you can’t see him after flying to the RIGHT. This is when you flip to see him charging at you with his ferocious teeth. After you flip and after Fracktail’s head and teeth pass you by moving out of his trajectory-(or path) you will be able to jump onto his body and fly into the sky with him. In the sky, head LEFT toward Fracktail’s only weak spot, his antenna, and monsters called Frackles will begin to appear to protect Fracktail. Grab one with Thoreau and throw them at Fracktail’s antenna to inflict damage. Continue doing this until he is no more. If you happen to fall off, you will not lose HP, just repeat the process as explained above and in this paragraph and you should be fine. Good luck! ----------------------------------------------------------------------- After winning this amazing battle, Fracktail will apologize for his error, wishes you the best in saving the world, and disturbingly, his body deteriorates into bones showing his skeleton. What a sad, sad, thing. Anyway, enter the newly formed door that appears. Walk down the steps and wait a second for Merlumina to appear. She explains how she has wanted to give you the Pure Heart for 1, 500 years. How patient are they!? After some chatting, she’ll hand you the Pure Heart we have been thriving for. End this Chapter. Well done!!! YOU GOT A PURE HEART!!! Two down and six more to go! (D1) Castle Bleck: After receiving this rather rigorous Pure Heart, you will watch a brief cut scene at Bleck Castle where O’ Chunks, being ashamed, reports his failure to the count. O’ Chunks asks for forgiveness for his failure. Count Bleck realizes that the hero is a force to be reckoned with, and orders Natasha to consult the prophecy and learn the whereabouts of Mario’s next destination to set and implement a trap. Mimi, ordered by Natasha, was already sent to site pleasing Bleck and his commands. Natasha heads off to eliminate the Bowser organization-(his minions) who is still resisting assimilation and wants O’ Chunks to stay there while she’s gone. We now see Princess Peach awakening from her long nap and wonder how she ended up there in the first place being forced to marry Bowser and all. Captain Hammer Brother commands that this Koopa will escort the Princess as well as the area immediately. He goes helping his other “men” and we’re left to think about how we are going to get out of here. After the cut scenes, you finally control Peach. Using her, follow the Koopa heading to the RIGHT. Enter the door he instructs you to enter. As soon as you enter, you will yet again see another cut scene. Captain Hammer Brother finds two of his men who are possessed into honoring Count Bleck. He orders them to cease the insubordination and commands “Johnson” to give him twenty-(push ups). Natasha appears, explains that his orders don’t mean anything since they’ve sworn eternal allegiance to Bleck, and brainwashes his mind causing him to serve Count Bleck instead of Bowser. After this sad and strange cut scene, you gain control of Peach again. Jump off the ledge you’re on, head LEFT, and enter the door. Here, still no cut scene, continue all the way LEFT, descend the first set of stairs, and enter the first door you see in the middle of the room. You are now currently outside so continue left to discover a dead end. Watch the cut scene of your escort complaining, Peach will suggest returning and finding another way out, and Natasha appears. She possesses your escort leaving a sort of doomed feeling. After some chi-chat between Peach and Natasha, Peach is encircled by a strange barrier, and she disappears. This “barrier” will seem familiar to you later in the game but I won’t spoil it! If you’re observant and have good comparison skills, you’ll figure out who saved Peach in “no” time at all. Read this romantic and emotional dialogue that does not make sense at the moment but will later in the game and I wouldn’t want to spoil it now since it’s a piece of the puzzle to saving the world. (D2) Flipside: HP: 15 CHARACTERS: 1 ATTACK: 2 LEVEL: 3 COINS: 109-110 PIXLS: 2 PURE HEARTS: 2 Afterwards, you will emerge from the red dimensional door, Tippi will tell you to go to Merlon’s place and that’s where you need to go. Head down to the second floor with the elevator and you will momentarily speak to Merlon, pleased that everything went well. Enter his house as suggested, after saving. Mario and Tippi discuss their success of receiving the Pure Heart from Merlumina and after a little more discussion, a local citizen from Flipside reports bad news of a girl falling out of the sky. Mario is advised to come along to see what the problem is so exit Merlon’s house, follow him to the right and enter the elevator that goes UP to Flipside’s third floor. Continue left and you’ll see Princess Peach unconscious on the floor Merlon and the local Flipsider next to her. To awake her and cure her from her fever-like condition Merlon advises you to go visit a chef by the name of Saffron on Flipside’s first floor. Do as instructed: return DOWN to the second floor via the same elevator you used, head LEFT to a new-(something we have not used before) elevator going or pointing DOWN to take us to Flipside’s first floor. Hint: the elevator is to the right of the item shop. On the first floor, go RIGHT and enter the second building you see after passing the elevator, the building has a yellowish-greenish pot symbolizing that it’s a cook shop. Enter and speak to Saffron. Mario will explain the situation of a friend being out cold and Saffron will be more than happy to prepare a unique soup for the recovery. She tells that she requires a FIRE BURST for the soup so give her one. However, if you do not have one-(which you should since I told you to buy one in Yold Town), head one floor UP to the second floor, enter and buy a FIRE BURST for 20 coins at the item shop. Afterwards, you will receive the SPICY SOUP which is the antidote for Peach’s sickness. Go all the way back UP to the third floor, stand next to Peach, press UP, and administer the soup by pressing 2 when directed. You will be escorted back to Merlon’s house instantaneously where Peach will share her knowledge of Count Bleck’s motives, where she was, what happened, etc. Finally, after the chats, Merlon will advise you to search for the next Heart Pillar and that the subsequent door will lead to Merlee, Merlon’s long-lost cousin. Peach then surprisingly joins your party and contributes to the game in very useful, powerful, and unique ways. YOU ACQUIRED PEACH!!! Merlon then gives you an OLD KEY, “a key to a door somewhere in town.” We will have to use that key to locate the next pillar. So after Merlon tells you to use that key somewhere near his house, exit his house, and flip to 3-D. In 3-D, head to the UPPER-RIGHT to find a door locked. Use the key Merlon gave you to unlock the door and proceed thenceforth. Hint: To find the door easier, flip in front of the elevator that goes UP to Flipside Tower and you should see the locked door directly to the RIGHT of the screen, literally. Enter the now unlocked gate, head UP in 3-D to read a sign sating the following: “Flipside Outskirts Ahead-(arrow pointing to the right) MONSTER ADVISORY.” Well, Mario always confronts precarious situations instead of scurrying like most videogame characters-(Merlee); from the sign head right and cross the path to Flipside’s Outskirts. Once there, continue to the RIGHT and enter a green pipe. This will take you to Flipside Outskirts’ first floor. Head LEFT, jump over the gap, defeat the two Squigs, and read another sign saying: “Feeling stumped? Try flipping! It’s pretty basic!” Flip in front of the sign-(stare at the stone pointing RIGHT) and pass the path going too the other side. On this side, go left a bit to see two stone platforms you can jump onto with Mario. Flip to 3-D, jump to the highest or the second block with the sign, and switch to Peach. You won’t have to read the sign since I’ll tell you what to do. Using Peach as your current playing character, jump off the ledge with the 2 button and then very quickly press 2 again to float to another stone platform. Well done. Being on this single stone platform, float to another platform using Peach’s umbrella again. Continue until you reach the Heart Pillar. Place the Pure Heart inside. Two Pure Hearts down, six more to go. Placing the Pure Heart in the pillar will cause an orange door to appear on Flipside Tower. Leave the Outskirts, go in the green pipe, flip to enter Flipside’s second floor, and save your game. Rest at the inn next to the elevator leading to Flipside Tower, exit, and go LEFT to enter the item shop. If you want to purchase the following recommended items with 111-112 coins, please do so: SHROOM SHAKE, ICE STORM, and SLEEPY SHEEP. When you’re done buying the items I recommended and what you desire, head to Flipside Tower via the elevator near Merlon’s house-(to the right). Enter the ORANGE dimensional door next to the RED door and let’s get started with our second world. (E1) CHAPTER 2-1: BOGGING TO MERLEE’S HP: 15 CHARACTERS: 2 ATTACK: 2 LEVEL: 3 COINS: 62 PIXLS: 2 PURE HEARTS: 2 The second world, Gloam Valley is nicely drawn and we emerge from the orange door. Tippi as usual senses the Pure Heart near by but says it could afar. Let’s finish this chapter as quickly as possible since it’s not very prominent in our task to acquire the Pure Heart. Our next world, Gloam Valley, seems to be a peaceful place but its home to many monsters. Let’s get started. Head RIGHT, jump on top pf the ledge, and defeat the red Koopa Troopa. Hit the coin block atop the ledge, ignoring the Spiky Goomba, and continuing to the right. Before entering the lake ahead, flip to 3-D and go behind the ledge to take 4-(four) coins. Not bad. Jump atop the green ledge in mid-air before the lake-(not the same place where we found the four coins) and switch to Peach. Float across the lake to the other side using her magnificent umbrella. On the other side, hit the brick coin block to receive a mere coin; moving on, head down a few steps and jump atop the green platforms floating on the lake’s surface. Defeat the Cheep Cheep if you wish or jump across the platforms with ease. Defeat the Squig on the other side , flip with Mario and hit two blocks you can use to jump on to reach a green ledge. Having hit the two blocks hit, flip back to 2-D and ascend to the green ledge. Next to you there should be a Paratroopa-(red-colored) so jump on it, bringing it to the water, and unfortunately drowning. Being now on the ground, ascend to the same ledge you were on and jump across all the platforms to easily cross all those annoying monsters. At the end, you should reach a green pipe atop indestructible blocks and above a locked door. Enter the pipe. Underground, defeat the two Squiglets and the only Squig down here to reveal a chest. Open the chest to acquire a DOOR KEY. Leave here via the pipe you entered, jump off the ledge the pipe is on, and unlock and enter the door. Here, hit the coin block to your very near left to receive PAL PILLS. Use them to defeat the two Paragoombas in your path. Head right to a green pipe you can’t enter-(I mean it). There, switch to Peach and float using her umbrella to a mechanism atop brown, “you know what blocks.” Float all the way to your LEFT, defeating the Koopas and Parakoopas, until you reach a pipe. Enter to appear in the background. Once there, if necessary, float across the gaps with Peach’s umbrella heading RIGHT. At the end, hit the blue switch to create a new door. Leave the background, head all the way to the right and enter the newly formed door. In here is the awaited item of glory, the MEGA STAR! Jump atop the three brick blocks and strike the coin-(?) block for the MEGA STAR; defeat as many monsters as possible, giving you a level up in the process, save your game at the end, and enter the door. In here, take the SLOW FLOWER, jump atop the brown blocks, defeat the Squiglets, and take the HAPPY FLOWER for some well-earned extra coins-(10 coins this time please). Enter the green pipe after you have your fun. Underground, there seems to be nothing but use Tippi’s unique ability to find an invisible blue switch Tippi can’t reveal! No worries. Just remember the switch’s approximate location and hit it when possible. Doing so will reveal a green pipe you can enter. Do so. Heading deeper underground, you find a floating orange monster referred to as a Growmeba. Like the cells in our body, Growmebas reproduce like a process known as Mitosis, a type of cell division, which creates more and more cells. Past Biology 101, I would suggest using an item especially an ICE STORM or a FIRE BURST to help you get rid of the duplicates if it gets out of hand. Open the huge chest to acquire… Boomer! Answer the questions as you wish but answer the last one “Umm… yeah” to stop the questions. Boomer will evaluate that you’re worthy of his powers and Boomer will join you. YOU ACQUIRED BOOMER!!! Quick Tutorial: Boomer, the baby blue bomb-like pixl, is useful for blowing up and defeating enemies as well as activating switches Thoreau can’t reach. You’ll see what I mean in either later in the following chapters or in Chapter 3-3. Basically to use Boomer adequately, press the 1 button on your Wii remote and then press 1 again to detonate as described in the menu when pressing and reading Boomer’s description. After receiving Boomer, jump over the chest he was in; place him with 1 in front of the wall crack to the right and then press 1 again to detonate Boomer and create a path you can access in 3-D. Flip and enter to find a chest containing a WATCHITT CARD. Leave here through the pipe(s) and finally go outside. Outside, head right defeat the Squig and the Jawbus with Boomer, and head to the right jumping to the brown blocks. Bomb the brick blocks with Boomer and out of the 4-(four) doors, enter the one farthest to the LEFT. In here, defeat the two Spiky Goombas-(one in 2-D and one in 3-D) then flip to 3-D to discover a brick/block section on the floor you can destroy with Boomer. Do so by detonating him, and fall to a level with a blue switch. Hit it or bomb it to have something happen outside. Now we need to leave. Flip where you activated the switch to find a small hole. Fall down, defeat the Spiky Goomba again-(2-D and 3-D) and leave through the door on this level. He wound up outside next to the first door to the RIGHT, the door you came from. Head all the way to the LEFT to find and enter a golden door. Defeat the Cherbil-(a pink-like monster) and flip to 3-D afterwards. You’ll see a hole in the ground you can simply enter so jump in. Here, defeat the two Swoopers and open the chest on the right for a SWOOPER CARD and then the one on the left for a SHLURP CARD. Use the yellow platform here to return to the surface. Lastly strike the STAR BLOCK to finally end this chapter. Oh, and a special thanks to Moises for the card info here. E2) CHAPTER 2-2: TRICKS, TREATS, TRAPS HP: 20 CHARACTERS: 2 ATTACK: 2 LEVEL: 4 COINS: 111 PIXLS: 3 PURE HEARTS: 2 We finally make it to Merlee’s mansion, an eerie mansion in my opinion. Let’s investigate further what’s going on inside this mansion. Right where you start this chapter, flip to 3-D to find a gap you can fit through to access a coin block containing 8 coins-(I think). Leave here when your Flip Gauge has replenished and enter the mansion itself. By the way, doesn’t the eerie music outside remind you of Luigi’s screams from the game “Luigi’s Mansion.” It’s a good game! Inside, your first encounter will be with a monster-(a.k.a. Merlee’s) called a Gnip. None of your attacks will work-(excluding items) so just flip or pass them as such and enter the door at the end of this hall by flipping to 3-D. Save your progress via the Save block to your left and speak to the housemaid, Mimi. She welcomes you and tells you to enter the farthest room to the right on the second floor. Go there. By the way, Mimi isn’t who you think she is and is tricking us. Let’s just follow what she says for now, okay? In this room, continue all the way to the left and press UP on the green switch when you can. Notice how the title of this chapter has the word “trap” in it? Well, this is obviously a trap; to bypass this challenge of spikes coming towards us-(like in Hooktail’s Castle), flip to 3-D and move to the wall to dodge the attack. When the mechanism lands firmly on the floor, jump onto it and wait until it makes its return up. Hit the question mark or coin block to receive a single coin and go left, jumping unto the brown ledges, bombing the first set of brick blocks, flipping to pass the set of indestructible blocks-(brown), bombing the second set of brick blocks with Boomer, and flipping to 3-D to bypass the second set of indestructible blocks. After all this, jump to the brown ledge with a chest containing a HOUSE KEY. Good job. Leave this room at last please. You see, if you would’ve been following Mimi’s directions to find Merlee, you would be in a hectic situation with even more traps because guess what, she wants to kill you! Although you should visit the MIDDLE room on the second floor for extra coins and if you fall into the trap, defeat the Swoopers, place Boomer on top of the red switch, detonate him, and then run towards the pipe and enter. Anyway with the key, go down a few steps to the first floor where Mimi, Merlee’s “housemaid” is and continue to the right along the first floor. Guarding the locked door we want to go into a monster called Gnaw, Merlee’s favorite pet. Certainly being larger than an ordinary Gnip, flip to 3-D when it turns its back on you and quickly unlock the door. Watch this hilarious scene when the Gnaw goes chasing Mimi down. Good riddance! I’m being mean because she is a really evil, devious person like Count Bleck. Trust me, later in the game she is SO annoying. Anyway, enter the door we unlocked. In here, is our STAR BLOCK so hit it to end this chapter. (E3) CHAPTER 2-3: BREAKING THE BANK It appears that we’re getting closer to the Pure Heart, according to Tippi. Something strange happens next though. A hologram or a ghost/spirit of Merlee appears and says that she is very glad to see you and that you can’t meet with her there for something is amiss she says and that someone’s after her. That was weird. Anyway, descend the wooden set of stairs and at the bottom, flip to 3-D to go behind the staircase and take a MUSHROOM, if you need it. Flip back to the other side and enter the first door to the LEFT of the second door. Here in Room 01, defeat the Boos in here with Boomer and proceed to the next door. In Room 03, quickly defeat the Growmeba before it duplicates itself too much. Flip to find 4 blocks you can hit to access the door that you came from. Hit them and then flip back to 2-D. Enter the door on the RIGHT side of the room. In Room 02, hit one of the blocks to release a ZOMBIE SHROOM and the other to receive a mere coin. Jump up the edges and enter the door above the one you came from. Here in Room 04, you will encounter your first Mister I, which from Super Mario 64 DS and the original Super Mario 64 for the Nintendo 64, can be defeated by flipping one, and then by going around it a few times until it’s defeated. Afterwards, hit the block for a single coin. Climb on top of the coin block and the brown blocks to enter a new door to the RIGHT of the room because we came from the LEFT side. Well here is where we wanted to go to. We’re in the hallway now and our goal is to reach the highest, or the second level of this room to speak with “Merlee.” Proceed to the left a bit and then flip. We will then again have 4-(four) yellow blocks we can hit in 3-D to access the next level. Do so. When you’re on top of those four yellow blocks flip again and hit at least one before falling to the floor. It’s not too hard. Afterwards, jump to the second level, or the ledge “Merlee” is on. By the way, are you really falling for this? It’s actually Mimi! Refuse ALL of her offers to discover it’s Mimi. Watch this disturbing scene as the real spiritual Merlee appears thanking you for not falling for the trap and Mimi transforms into this spider-like creature. I guess you now know Mimi is the chapter boss. You won’t fight her where you are now, however. A barrier, according to Merlee, is protecting Mimi and we can’t fight her in her current status. When you gain control flip or just pass her immediately and enter the door at the end. In here avoid the Swooper or defeat it and then use Slim to pass through an opening in the ground at the very RIGHT. I must suggest that you hurry in every room before Mimi enters and starts attacking. In this next room bomb away the Cursya using Boomer, hit and then jump atop the coin blocks, flip, and enter the door above. In the following room, defeat the enemy with the blue cloud, place Boomer in the middle of the cracks in the wall, bomb it, flip, and enter for a SHROOM SHAKE. Since Mimi is probably already in the room by now, exit the wall opening where you are right now and enter the door ABOVE the door to the LEFT. Here, defeat the Boo via Boomer, jump to the ledge with a crack on it, bomb it, flip, and enter the door at the end. In here are Slurps but avoiding them in the interest of time, flip to 3-D to hit some yellow blocks. Hit most of them then quickly go back to 2-D, jump to the blocks, and jump and enter the door to the LEFT of the room. In this room is an Atomic Boo, or a large Boo you need to defeat. Use Boomer to place next to the Boo, look away, and when he’s close, detonate Boomer to cause damage. Repeat this process until Boo is defeated. Afterwards, use Tippi to reveal a staircase you must use to access the door above. Enter once you’re there. You will see two restrooms: Men and Women. Before entering the Women’s restroom, since Merlee is a woman, hit the block for a well-earned SUPER SHROOM! (G1) CHAPTER 3-1: WHEN GEEKS ATTACK BATTLE METHOD: Bowser, king of the Koopas, likes to stomp on you and use his ferocious fiery breath against you. The most basic method is to use Boomer to cause major damage, use Slim to bypass stomps, and simply jump on his head. You can’t use Thoreau to pick him up because if you do, Bowser’s spikes will damage you, doing nothing to him on the process. Avoid his fire breath at all costs because it can cause serious damage to you; either than that he’s pretty easy. Good luck! ----------------------------------------------------------------------- After the battle, Bowser will complain about how Mario ruins everything for him and Mario, mostly Peach, will try to convince him to join our party. It takes awhile to persuade him but he’ll join, he HAS to! He explains what happened when he fell out of Castle Bleck and established his own castle in the Bitlands. Afterwards, he finally joins your party. YOU ACQUIRED BOWSER!!! Quick Tutorial: Bowser, king of the Koopas, is very useful in terms of combat. His ferocious fire breath can be used to drop almost any enemy that stands in your way so use it as needed. His large and penetrating stomps cause double the damage that Mario and Peach inflict when jumping on an enemy. This is practically it. Enjoy your new party member! After Bowser officially joins your party, some of his minions will appear saying their farewells and explain that some of his minions have been brainwashed and that he has the right to “dole” out punishment to those who reject Bowser’s rule. After that cut scene, head to the right a bit and strike the STAR BLOCK to finally end this chapter. (G2) Chapter 3-2: BLOOPS AHOY HP: 20 CHARACTERS: 3 ATTACK: 3/6-(represents BOWSER’S ATTACK strength) LEVEL: 5 COINS: 255-263 PIXLS: 3 PURE HEARTS: 3 It is relevant that Francis’ lair is somewhere across the Tile Pool. Don’t you just love the music here? Anyway, we have a few things to do in this chapter one involving a Mini-Boss battle, so let’s get started! Before you do, I suggest that you switch to Bowser so that you can defeat enemies quicker wit his fiery breath. Swim to the Right by pressing 2 repeatedly, defeating the Cheep Cheeps, and taking the MUSHROOM in the block near by. After passing that area you’ll come across a new and familiar enemy, a Blooper. Just defeat it using Bowser’s “invincible” breath and take the HAPPY FLOWER-(11 extra coins please) afterwards in the block to receive some coins. Pass the block with the flower and swim over the suction, collecting the coins. Just continue to the right, collecting the coins you see, defeat the Cheep Cheeps and the Bloopers. After passing the passage with monsters and collecting your coins, you will encounter a series of yellow-like “nails” that you need to ground- pound. Ignore them for now and continue headway towards the right until you reach a green pipe sequestered in indestructible blocks, and a Save block. Save first then switch to Mario. Using Mario, go underneath the green pipe and flip to 3-D. In 3-D, swim UP and to the RIGHT a bit to access the pipe. Flip back to 2-D and enter. Switch to Bowser in this new area and continue to the right. Okay, this area is more difficult to pass as well as avoid. You will soon encounter whirlpools and Blooper tentacles that can be annoying and can inflict damage-(tentacles only). Swim as quickly as you can to dodge the tentacles and swim OVER or if possible, UNDER the whirlpools to avoid getting rotated. Continue all the way to the right avoiding the tentacles and the whirlpools. When you reach a dead end, swim up and jump out of the water to encounter a drawing of posts on the wall. The prominent clue on this drawing is the following: “From left to right: up, down, down…” There is another piece to this clue and since I know it already the ENTIRE clue is “From left to right: up, down, down, up, down, up” Now it’s time to acquire the next significant piece to solve and end this chapter. Leave the area with the drawing the same way you reached there and head to the left, passing the whirlpools and the tentacles, going UP again in a gap above, and entering the green pipe. In here, continue to the right, defeat the Spiky Goombas, and enter the water at the end. Defeat the monsters easily using Bowser’s fire breath and enter the door at the end which is actually underwater. When you enter, the door is locked by the same cage-like object we encountered when acquiring Thoreau in Yold Town. Defeat ALL the enemies with Bowser to cause a huge chest to appear. Open it. It’s Thudley your next pixl! He bases his decision on joining by awarding you “girth points” and when he’s done with his girth points’ strategy, he joins you! YOU ACQUIRED THUDLEY!!! Quick Tutorial: Thudley, the upside-down pentagon-shaped pixl is very useful for ground-pounding in general on enemies to cause major damage and using his unique ground-pounding technique to hit and activate switches that require you to pummel them into the ground. He has about the same color as Boomer, your second pixl and I’m wondering something. Why do Mario and the others depend on these pixls so much? Doesn’t Mario have this technique mastered already? You can use him by first jumping on your own-(press 2) and then pressing 1 in mid-air to perform a powerful ground-pound. Enjoy! Once you acquire him, you’re going to have to exit this room. Swim to the yellow-like nail coming out of the ground. Jump onto it, swim up by pressing 2, and then press 1 to activate the ground pound technique pummeling the nail into the floor. Exit via the now only accessible door. Remember the series of yellow-like nails in the beginning of this chapter? Well that’s where we need to go. Exit through the pipe at the end of this area and in the next area continue to the LEFT, avoiding the whirlpools and the tentacles, and jump up to enter the pipe to exit this area. You should now be sequestered by the indestructible blocks and next you-(outside) the save block. Flip with Mario again too 3-D and get out of there. Save your game and move a little to your left to find the series yellow-like nails. Head to the left of the first set of three nails and defeat the two Cheep Cheeps if they get in your way. Using Thudley now, ground-pound the nails to have them appear in this sequence from LEFT TO RIGHT: up, down, down, up, down, up. If you make an error, ground-pound the nails you made the error on and continue. Successfully completing this simple puzzle will cause and create a door to appear. Enter. Switch to Bowser as you enter this new area. Swim to the right and defeat these indescribable fish-like monsters. Once you’ve passed them and are still moving to the right, you will be stopped and a cut scene will occur. An odd tremor will take place and a gigantic Gooper Blooper will appear with his “intimidating” blue, yellow, and red tentacles. He wants to eliminate with a quote,” tentacle-sandwich.” Anyway, let’s give him a beating. ----------------------------------------------------------------------- MINI-BOSS: GOOPER BLOOPER HP: 18 ATTACK: 2 ATTACKS: Using his blue and red tentacle to strike you…that’s it. BATTLE METHODS: Remember what the pixl in the first chapter told us? Well, we have to attack the RED tentacle this Gooper Blooper has with Bowser’s fire breath. Do this a couple times to inflict damage. Do this a few more times and he’s a goner. Swim quickly to dodge his attacks with his other tentacles so that you can avoid getting hurt. Finally, experiment with Boomer on his red tentacle to see if this tactic works to possible inflict more damage. Good luck! ----------------------------------------------------------------------- When you’re victorious, the Gooper Blooper will leave in agony, leaving us to proceed. Continue to the right to encounter a green pipe taking you outside. Enter. Finally we’re outside! Go and hit the STAR BLOCK to finally end this chapter. (G3) CHAPTER 3-3: UP, UP, AND A TREE: HP: 25 CHARACTERS: 3 ATTACK: 3/6 LEVEL: 6 COINS: 309-310 PIXLS: 4 PURE HEARTS: 3 Well, let me just state that we’re going to be here for awhile finding hidden items, pipes, etc. Not to mention that we have another mini-boss in this area. When you’re ready, let’s begin. Our first task is to scale this humongous tree so let’s do that. Head up to the left to jump to your first green platform. There, continue ascending and jump onto the yellow mobile platform to transfer you to another ledge you can jump on colored green. Moving on, to jump to the second set of indestructible dark brown blocks and defeat the Paratroopa-(red) and jump across to the green platform to acquire a SLOW FLOWER. Jump back atop the dark brown block you were on and continue to basically ascend to defeat the green puff cloud and gain a level up-(I did). Ascend to the platform where a HAPPY FLOWER is encased in a block and where a virtual-like blue monster is encircling the platform. Take the HAPPY FLOWER and ground-pound the monster twice to defeat it. Jump onto the block the flower was in and hit the above block to receive a mere single coin. Jump back down and jump to the dark brown ledge to the left and flip to 3-D. Hit the yellow block-like platforms to create a ledge to the green one above. Go there; once on the green platform, switch to Peach. Use Peach’s umbrella to float to the other side where a platform is located. Ascend twice to the ledge above that platform and use Peach’s umbrella to float to another platform. Jump to the next green ledge where a red Koopa Troopa is patrolling. Defeat it-(ground-pound being recommended) and ascend to the next ledge to your right where the same yellow-like nails in the Tile Pool is. Ground-pound it using Thudley to reveal a yellow mobile platform that will transport you to another green ledge; jump onto it and jump again with Peach to a small dark brown ledge. Use her umbrella there to float to another dark brown ledge. Hit the block for a MUSHROOM and then defeat the green monster. On the above ledge, simply jump to the above ledges, defeating the enemies, and reaching the highest point you can go, where a door is located. Use Bowser’s fire breath on the door to free it from the tree’s interior bark. Enter. In here are many platforms, mobile platforms, ledges, pipes, blue/pink switches, and monsters. Just follow my lead as best as you can. First off, defeat the blue virtual-like monster you first see in here and then jump to the mobile yellow platform moving up and down. Use it to let it transport you to a ledge with a yellow pipe. Enter. When your transfer is over, save your progress using the Save block and hit the blue switch to turn it pink. Leave through the pipe you came from. Back at the bottom, you’ll spot pink platforms generated via the switch we activated at the top. Climb them up to the next ledge and defeat the flower-like monster spewing out musical notes to make you fall asleep. After the flower is no more, hit the pink switch to turn it blue. This will make the pink platforms vanish and you can now access the mobile yellow platform going up and down, to another mobile yellow platform you must ride and then too a ledge with the yellow-like nail. Ground-pound it to form a ladder you can access to go the bottom. Here, place Boomer next to the switch; quickly jump to the blue platform and then to the yellow mobile platform going up and down. Once there, detonate Boomer to create pink platforms that you can’t see from where you are. Ascend to the ledge where you defeated the flower and jump onto the pink platform to proceed to another ledge with another flower. Defeat it and wait for another yellow platform to approach you and transport you to a ledge with…nothing!? Looks can be deceiving can’t they? Flip to 3-D to discover a yellow pipe. Enter. In here are many spikes going up and down, appearing, and disappearing. Switch to Slim or use him if you have him already, and press 1 when they’re no spikes to proceed to the end. When there are spikes, stay perfectly still until the spikes vanish so that you can proceed. Don’t rush and take your time so that you do not take damage. At the end, you should encounter a pink switch. Hit it to switch the color to blue and then exit the area by doing the same tactic with Slim. On a side note: those who’ve played the preceding Paper Mario game and those who have acquired Vivian, this area should be a piece of cake since she has the same ability as Slim in this game! Anyway, once you’re out of there, jump to the blue platform that was created by the switch we activated not too long ago and defeat the flower in the subsequent ledge. The next part is tricky but I know you will master and overcome it. On this same ledge the flower was on, there is a blue switch surrounded by dark brown blocks-(indestructible) and spikes. Switch to Boomer and drop him onto the spikes to activate the switch from blue to pink. This now pink switch will cause the formation of a pink platform to the following brown ledge we need to go on. However, past that is a gap where a blue platform is supposed to be. To resolve this dilemma, drop Boomer in again but do not detonate him immediately afterwards. Let him explode on his own time and jump across the pink platform to the ledge above and wait until Boomer explodes. Successfully doing so will cause a blue platform to be formed so that you can access the yellow mobile platform to the next ledge. If you did this correctly, give yourself a pat on the back! Ride the platform to another mobile platform and then drop down to a yellow pipe extending from the wall. In here, flip and set Boomer to detonate twice for each Chain Chomp-(they should be black). Defeating them will probably give you a CATCH CARD and will reveal a chest to acquire a PEACH (2) CARD. Once you’re finished, exit thru the pipe and then jump to the mobile platform to the dark brown ledge above. Use Peach’s umbrella to float across to reach a yellow pipe on the other side. Enter. Don’t get frustrated because we’re almost done. In this new area, defeat the monsters if you desire then jump onto the yellow mobile platform. While you’re on it, switch to Slim and use him-(press 1) to bypass the spikes in your path to the other side. Jump off and switch to Boomer. Move to your left a bit and jump into the gap down below. Place Boomer next to the blue switch, do not detonate him just, jump out of that little area and detonate him to create pink platforms outside and turn the switch pink. Leave this area using Slim and enter the pipe. Back out here, use Peach’s umbrella to float to the other side and land on the ledge. Once there, jump on the pink platform, switch to Mario, and flip to 3-D to jump up to the ledge above. Finally on this ledge, hit the blue switch to create the door we have been waiting to form. Ground-pound the block to receive a well-earned SUPER SHROOM and fall off this ledge along the LEFT side of the wall to reach the yellow pipe we first used when we entered the tree’s interior. Enter the pipe to reach the highest point of the tree’s interior. Save your game and when you’re ready open the newly formed door. You now being back outside, Dimentio greets in a faint language. He tells you how long you he’s been waiting to fight you and about the strange “festival of hair” that Mario has on his lip. You are then taken to Dimension D, a green dimension where Dimentio’s attacks are quote, “256 times more potent.” Don’t worry because no mini-boss nor boos in the videogame UNIVERSE has that kind of power! Just ignore that comment Dimentio made because it’s just a way to intimidate you. Let’s give him a good whipping! ----------------------------------------------------------------------- MINI-BOSS: DIMENTIO HP: 30 ATTACK: 4 ATTACKS: Cloning himself Zapping you Trapping you with boxes and firing you BATTE METHODS: Dimentio is more challenging than the other mini-bosses we have encountered in the past so you might need to put in more effort this time. You can use Peach’s umbrella to avoid getting damaged by Dimentio’s zaps or at any other time to avoid getting damaged so use Peach at this time. You can flip with Mario to also avoid attacks. Use Bowser to cause a lot of damage with his ground-pound attacks and fire breath. I also recommend using an item such as an ICE STORM if things get out of your control. Good luck! ----------------------------------------------------------------------- After winning the battle, Dimentio wonders why this dimension didn’t really help him win this battle. I told you it is impossible!!! Anyway after he leaves like most mini-bosses, we still need to end this chapter. Ascend the green ledges, defeating the Lakitu and the spiky monsters, all the way to the last green platform on top. Drop down to the left a bit to find a brick block with some coins. Ascend back to top. Here, you will see some blue wind and some red wind passing/blowing by. Jump atop the red wind just as the pixl said and let it transfer you to a long green pipe. Enter. In this new area, flip to 3-D and go behind the green pipe you came from to find a coin block. Hit it and take the coins. Still in 3-D, head past the pipe and flip to 2-D. Go to the right, past the pipe to find the STAR BLOCK. Smack it to FINALLY end this chapter. Good job! (G4) CHAPTER 3-4: THE BATTLE OF FORT FRANCIS HP: 25 CHARACTERS: 3 ATTACK: 3/6 LEVEL: 6 COINS: 334-335 PIXLS: 4 PURE HEARTS: 3 Our heroes appear and Bowser says that this must be the place where the “dweeb” Francis lives. Bowser thinks that his castle is cooler, although I disagree. Peach starts to worry of the safety of Tippi. Then we see the annoying chameleon, Francis taking pictures of Tippi inside a cage! Okay, now this guy is creepy. The cut scene ends and we gain control of our heroes. Walk to the right to discover that the door is locked. This is an expected surprise. Flip in front of the door to see a green pipe to the UPPER-RIGHT hand side of the screen. Enter the pipe. Underground, switch to Thoreau, grab the block, and strike the blue switch. This will reveal a chest so open it to acquire a FORT KEY. This key will unlock the front gate to enter Francis’ fortress. Leave and enter the front door using the key. Save your game as you enter, and as you can see, Francis has maids and other servants working for him. Either way, flip to 3-D and jump over the door to the right, but do not enter. Enter the green pipe. In here, defeat the blue mechanical maids and continue to the right. When you reach a long multitude of spikes, (which is considered a dead end since you can’t do anything to pass it easily), hit the yellow platform to flip it to 3-D, you yourself flip, and jump atop a long ledge leading to the right, passing the spikes. At the end you’ll see an incarcerated pixl inside a jail cell; ground-pound the blue switch to free Carrie, your next pixl. He’ll ask you a survey to see if you both are on the same page about Francis. Answer honestly and Carrie will join your party! YOU ACQUIRED CARRIE!!! Quick Tutorial: Carrie, the floating, or hovering-platform pixl is a useful pixl you will often use. Using Carrie by simply pressing 1 and then mounting off him by pressing 1 again, you will be able to move quicker and bypass traps and obstacles in your way. Carrie has mostly a blue color and looks like a perpendicular angle when not being used, and looks like a rectangle when being used. Enjoy! After receiving him, it’s time to leave this area. Use Carrie by pressing 1 and then just simply and literally move past the spikes, flip, and enter the pipe at the end. Back in here, flip to jump over the door, flip back to 2-D, and enter the door itself. In here, pass the entire hallway, ignoring the huge door Francis and Tippi are in, and enter the door at the end. In this new area, flip to 3-D to reveal a set of stairs you can climb to the second floor. Do so. On the second floor, you’ll encounter a huge mechanical monster that throws out miniature mechanical maids which can also harm. If you want to defeat it, switch to Thoreau and use his throwing ability to grab one miniscule maid, and throw it at the source, the huge maid, when it opens its mouth-(cannon). Either or, enter the door to the left. In here are two other doors-(three in total) that you must enter to proceed. First defeat the blue mechanical maids and then head to the left to find a loose and wiggling door along the very top of the wall. Use Thudley and ground-pound it to send it to the bottom. Do the same to the door on the left and enter this one. Flip in here to climb the ledge closest to you, flip back, and then switch to Peach; float to the other side using Peach’s umbrella-(press 2 twice to jump and then again in mid-air). Switch to Mario, flip, ascend the steps, and land on the third floor, or on the next level. Defeat the maid(s) here and enter the door at the end. You’ll end up outside so head to the right and wait for a flying miniature maid to come towards you. When it’s close enough to grab with Thoreau, throw it at the blue switch to create the section of the fortress that serves as a bridge to the other side. Defeat the maids along the way, if any, and enter the door at the end. In here, speak to the green mechanical maid to be asked a series of questions to ensure that you’re Francis or “the master.” Answer TRUE to all questions and enter the code: 2828 to gain access to the private room. Enter. In here is a large gray mechanical maid that you cannot defeat. Simply ignore it for now and hit the block for a MUSHROOM. To reach the chest, we’ll have to wait until the maid is near the ledge, jump onto the maid, and the momentum from our jumps will push us to ledge where the chest is. Open it and take the FORT KEY. Well, that’s one key down and one key left to go! Exit this room via the only door. Exit this room as well, ending up outside, and enter the door at the end of the path heading LEFT. Flip with Mario to 3-D and descend the stairs to the second, or bottom level. Enter the door. Finally in here, head to the right a bit and enter the first door you see as you proceed. In this area, are spike traps which you can easily avoid by pressing 1 using Carrie. Enter the door at the end. You will see yet again another green mechanical maid you must speak to. You will be asked another series of questions and answer TRUE to all of them and then enter the code: 2323. Enter the newly formed elevator. Once your transport is over, climb to the ledge with the chest using the gray maid’s help. Open the chest to take the FORT KEY. Those are the two keys we need to battle Francis! Exit this room, descend with the elevator, exit this room, leave using Carrie’s unique hovering ability, and exit this room. Here, head all the way to the right, flip to descend the stairs, and enter the door to the left. Go to the preceding room or the room before this one where we enter Francis’ room, to save your game. When you’re ready, reenter the door to you right, switch to Peach since only quote, “hot babes” are permitted to enter Francis’ room, and place the two keys in the key holes. You will be asked a series of questions to see if you’re “compatible” with Francis so answer TRUE to all questions and you’ll be granted access. Enter. Francis is really surprised and anxious at the fact that a “hot babe” is in the room. He boots up a computer program from his laptop to speak to Peach in a more romantic style and you’ll be asked series of question. Answer them as you desire but Peach will become upset and puts emphasis on wanting to know where Tippi is. Francis gets annoyed at the fact that there’s no answer for that and Peach uses Boomer to destroy this annoying program. He becomes upset that his Nerr2Babe patch is gone and refuses to give up “Francine,” actually Tippi. You know what this means… battle time! ----------------------------------------------------------------------- CHAPTER BOSS: FRANCIS HP: 40 ATTACK: 2-4 ATTACKS: Throwing maid bombs Swallowing you Taking photos BATTLE METHODS: You shouldn’t stay in any one place because since Francis likes to disappear and then reappear, you can get hurt and possibly be swallowed by his tongue taking damage. Ground-pound him when you get the chance or use Bowser’s fire breath to cause major damage. Use Thoreau to throw the maids that Francis throws out. This battle isn’t too hard. Use your flipping reflexes with Mario to dodge some of Francis’ attacks and you should be fine. Good luck! ----------------------------------------------------------------------- Yeah run off Francis!!! I can’t stand him! Anyway, after the annoying Francis departs, Tippi’s happiness reveals the next Pure Heart! The Pure Heart was always within Tippi! Tippi thanks Mario and the others for coming to her rescue and she encourages Mario to take it. YOU GOT TIPPI!!!- (once again…) YOU GOT A PURE HEART!!! Four Pure Hearts down; and four left to go. (H1) Castle Bleck: As usual at Castle Bleck, the foolish mini-bosses report their failure. This time it’s Dimentio. He reports how they managed to beat him and says that they’re very strong. Dimentio even says that they might even be powerful enough to defy the prophecy. Bleck says that the Light Prognosticus is false and that it’s time to send “him” on our heroes. The rest of the minions return to their posts and Natasha starts to wonder if what they’re doing is okay. Dimentio appears after everyone leaves and states that Bleck and Natasha have such “deep” conversations and that he has his own projects to attend to. That’s strange. (H2) Flipside: HP: 25 CHARACTERS: 3 ATTACK: 4/8 LEVEL: 7 COINS: 350-352 PIXLS: 6 PURE HEARTS: 4 Read the romantic dialogue between Blumiere and Timpani as they break up and afterwards our heroes exit the yellow dimensional door. Afterwards, Merlon appears and explains that the reason why the Pure Heart appeared in that fortress was because the ancients hid it there safely and the seal protecting the Pure was broken via a powerful pulse of love and trust. The interdimensional Void expands to a larger state of size and Tippi suggests that they should begin finding the next Pure Heart as soon as possible. First, we need to rest, stock up on items, and then search for the Heart Pillar. Take the elevator to the second floor and stay at the inn for a mere 5-(five) coins. Isn’t good to have Tippi back? After a good rest head to the left and enter the item shop to stock up on items, store, or pick up any. Please spend a maximum of 70 coins so that you can keep up with my updates and the walkthrough! Exit the shop, save your progress, and flip to head for the Outskirts. Once you’ve crossed the path leading to Flipside Outskirts, head left to find a light version of the nails we found in Chapter 3; just head all the way to the left set of nails, ground-pound the first one, and then the second one. In other words, the ENTIRE set of nails from LEFT TO RIGHT: down, up, down, up, and down. Successfully completing this will cause the fourth Heart Pillar to appear. Insert it adequately to cause a GREEN dimensional door to appear. Good work. Exit the Outskirts,-(sorry for not going into detail) take the elevator to Flipside Tower after saving, and enter the YELLOW dimensional door to quickly return to Chapter 3-1 for an optional and useful pixl. Once you enter the Bitlands, head to the right a little and examine the bush by pressing UP. The pixl is pleased to hear the news that you successfully rescued Tippi and since he doesn’t have anything else to do, he’ll join you. YOU ACQUIRED BARRY!!! Quick Tutorial: The prickly-looking pixl, Barry, joins your party to help you counteract enemy attacks. You can use him to create a protective barrier around you to defend and counteract attacks. Be sure to have appropriate timing or else you’ll be damaged. He either has a purple or lavender color. Remember to press only 1 only when you want to activate the barrier. After you acquire him, it’s time to leave for Chapter 4. Press + to open the menu, press “Important Things,” and choose the RETURN PIPE to return from the Bitlands, to Flipside. Once you return, head a bit to your left and enter the GREEN dimensional door to your fourth world. (I1) CHAPTER 4-1: INTO OUTER SPACE HP: 25 CHARACTERS: 3 ATTACK: 4/8 LEVEL: 7 COINS: 277-280 PIXLS: 7 PURE HEARTS: 4 The title certainly points out that our fourth world is in outer space! That’s pretty cool. Tippi verifies that we’re in outer space and then Mario starts shaking uncontrollably meaning that he needs air. Question, how were they able to breathe underwater in the Tile Pool? Anyway, Tippi freaks out and doesn’t know what to do about the dilemma. They are flipped and end up in Flipside. (I2) Flipside: (*UPDATE:* SEE ABOVE) Tippi suggests that we should go to Merlon for advice. Leave the tower and enter his house on the second floor. Merlon is shocked at the fact that you ended up in outer space and that you should be okay if you had a space helmet. Merlon attempts to find the space helmet but figures out that he cleaned his shelves and gave the helmet to someone in town. It was someone random so I guess we have to find him. Exit the house. Head to the right, past the elevator to the tower and take the elevator to Flipside’s third floor. Continue left to find a small boy holding a fish bowl with a fish inside. Speak to him. He understands the situation like a decent, considerate individual and gives you the GOLDFISH BOWL. You aren’t able to use this yet and we must find a place to set the fish, Captain Gills, in water. Take the elevator to the second floor, go all the way to the left, and take the elevator to the first floor; on this floor head to the right and take the elevator down to Flipside B1. Head a bit to the right to see a “small” body of water that’s actually bigger, but you can’t see it. Walk up to the surfaced section of the water, not entering, and press YES to release the goldfish into the water. You will then receive the HELMET. Now we can access and explore our next area well being outer space. Return all the way back up to Flipside Tower using the proper elevators and enter the green dimensional door. (I3) CHAPTER 4-1: INTO OUTER SPACE HP: 25 CHARACTERS: 3 ATTACK: 4/8 LEVEL: 7 COINS: 277-280 PIXLS: 7 PURE HEARTS: 4 Emerge from the door to officially explore outer space. Don’t you just love the music? Anyway, let’s begin the exploration and the domination of this new chapter. Shall we? Move to the right by “swimming” all the way to the right until you reach a dead end. Once there, move down to begin to see these SOS signals. Stop moving when you reach the source and use Tippi to reveal a spacecraft. After it’s revealed, approach it and examine it by pressing UP. An alien-like creature will rise from the spacecraft named Squirps. Tippi believes the alien is allied with Count Bleck but denies and agrees that in order to get the Pure Heart, they both need to work together. When you get an option I suggest you choose YES, SIR! This response is probably more respectful and will please Squirps. In order to proceed out of this area, you will need to warp. To do so, press, hold-(15 seconds), and release A to give Squirps your own power-up energy; doing so successfully, you will warp to a new area. To maintain briefness, Squirps will join you temporarily to defeat enemies by pressing 2 to shoot. Please move and continue to the right, defeating the Jelliens, and save your progress using the Save block, and then enter the warp hole. In this new area, you will encounter rigorous monsters called Fotons. Defeat them if possible with Squirps and continue space-swimming to the right. At the end, you will find two warp holes. Enter the one above the bottom one. Defeat the Jelliens and the Fotons, ignore the warp you see next to the one you came from, head all the way to the right defeating all the enemies, and enter the warp hole at the end. In here, go to the left once you enter to defeat the Warpids by repeatedly pressing 2 with Squirps, and when you’re ready, enter the warp hole at the end to the left. Here, continue to the right, defeating all the Fotons, and hitting the STAR BLOCK to end this chapter. (I4) CHAPTER 4-2: A PAPER EMERGENCY HP: 25 CHARACTERS: 3 ATTACK: 4/8 LEVEL: 7 COINS: 297-300 PIXLS: 7 PURE HEARTS: 4 Mario and the gang travel with Squirps trusting him that he knows where the Pure Heart resides. In this chapter you are taken to a miniscule planet called Blobule where Squirps says that there should be an entrance to the Space Byway, a detour to the Pure Heart. After some more dialogue of Squirps forgetting where the Space Byway is located, he whines that he has a strong urge to use the bathroom. He runs off leaving us to search for clues ourselves. Go to the right and fall off the ledge. You will see a restroom and Squirps outside the lavatory. Speak to him. The bathroom is occupied by something actually and this can be proven when we find some toilet paper. Speak to the person occupying the restroom from outside. He says he wants toilet paper and has been waiting 100 years to have some. Wait a little longer. Jump to the small ledge of brown indestructible blocks and continue to the right. Jump again over the huge gap to encounter a monster that moves its head, a Longator. Watch your timing when he tries to attack you and jump on his head a couple of times to eliminate him. After the elimination, jump UP on the center of the ledge you’re currently on to reach a ledge with two blocks containing a coin and a MUSHROOM. Jump down and continue to the right. If you jump all the way down you will find a locked door. This clearly means that we need to retrieve a key. Let’s do that. Jump out of that area where the locked door is and jump to a ledge with a coin block on it. Take the coin and jump to the right to reach a ledge with a Longator. Defeat it quickly and jump across the large gap using the small brown “you know what block” and jump from there to another ledge. Here, you will encounter a sparkling opening in space called a space rift above a statue with a large bearded man and a small bearded man on top of the large one. Ignore the space rift for now but remember where it is since we must return here to interact with its secret(s). Jump off this ledge. On the very bottom of this gap, is a brick-like coin block you can strike to receive a few coins. Flip to 3-D right there to see an opening leading to an ULTRA SHROOM SHAKE. I highly recommend that you acquire this since it can be useful for emergencies when you’re low on HP and you’ll save 300 coins since that are what they cost at the item shop. Jump out of this area with the help of the coin block and the brown block to reach a ledge with a Longator. Defeat it and jump across the gap to reach a door covered in brick-like blocks. Use Boomer to destroy these blocks to gain access. Enter. Save your progress as soon as you enter this new area and jump out of this area to the RIGHT. Flip to 3-D to reveal an emaciated opening in the wall you can cross with Slim. Press 1 to do so and press 1 subsequently to return to normal status. Once you cross this opening, you will encounter two things: coin blocks and a new enemy called a Boing-Oing, a more rigorous version of the Sproing-Oing. Defeat them via Bowser’s ground-pound inflicting 16 points of damage per successful attack, and they should be history; strike the coin blocks for a mere coin and a flower which I forgot the name of. Jump all the way up out of that area and head to the left to find a blue switch you can hit. Do so to reveal some brown ledges. Head to the right now please and defeat the Choppa, a helicopter-like monster with Bowser’s fiery breath, and continue to the right jumping to another ledge. Jump across the gap and enter the green alien-like door at the end. This is the house of a yellow creature I do not know of. He advises you to visit the elder. Exit his or house and flip to 3-D. You will see a thin path you can cross. Do so and hit the block at the end for PAL PILLS. Cross over to the other side and jump down to see a door. Ignore that door and continue to the right since that door will bring us to an alien’s house which a complete dead end. Jump to the bottom of the gap ahead and flip to reveal an opening you can cross to the other side. Hit the coin blocks and climb them up to another ledge with a door. Enter. In here, jump onto the coin blocks, hitting them with Thudley and then receiving a SUPER SHROOM and a MEGA STAR!! Defeat the Fuzzies ahead and the other monsters with the item of glory and jump up to enter the door at the end. Here, we FINALLY get to see the elder. Okay, jump off the ledge, defeat the enemies here with Bowser to make it easier and quicker, and enter the door at the end. Speak to the elder-(who’s gray) and Blappy, 72, will offer the clue for 1,000 coins. Reuse the offer by choosing the option: “Too rich for my blood.” Pay the man either 100 coins or 10 coins since you should have that amount and he’ll give you the ANCIENT CLUE. In case you ever forget what the scroll states I’ll personally write it here word by word which states: “By rock man’s noggin, when outer space is reversed, the door secret hides.” Hooray! This paper can now be used as toilet paper for the occupied person in the bathroom. I’m deeply sorry, but I won’t be going into detail about how to return since that’s just too much to write. If you have a personal question, do not hesitate to send me an e-mail message expressing your concerns. Thank you. Once you finally arrive at the restroom, approach the door, press UP, and give the ANCIENT CLUE to the thing occupying the restroom. It’s… Fleep! Fleep was the one occupying the restroom for 100 years! Well that’s a long time. Fleep sings his gratitude to you and joins your party! YOU ACQUIRED FLEEP! Quick Tutorial: Fleep, the pixl who’s reversible, is useful for revealing hidden items and tools by flipping them. Using him, you can flip sections of the screen and uncover things that might be useful. Press 1 to use him, direct him to a place to flip by using the control pad, and press 1 again. Fleep has a rectangle figure overall, has two eyes like very other pixl, and these two miniature aqua wings on the side of his body. Enjoy! After Fleep joins your party, Squirps exits the restroom with great relief and satisfaction. Good. Now it’s time to head for the space rift atop the two bearded statues. Do you remember where it is? Either way, I’ll guide you there. Jump atop the brown platforms, land on another ledge, and jump again to a higher ledge you can reach easily by jumping; continue past the locked door, continuing to the right jumping past the gaps, and jump up to the statues. At long last, use Fleep by pressing 1; move him in front of the sparkling space rift and press 1 again to flip it. Doing so successfully will cause a DOOR KEY to appear and fall atop the small bearded statue. Return to the locked door you passed earlier, unlock it, and enter. Defeat the Fuzzies in your way with Bowser and at the end; strike the STAR BLOCK to FINALLY end this chapter!!! (I5) CHAPTER 4-3: THE GATES OF SPACE HP: 30 CHARACTERS: 3 ATTACK: 4/8 LEVEL: 8 COINS: 370-375 PIXLS: 8 PURE HEARTS: 4 We enter the Space Bypass with the help of Squirps and here, we have to find somewhere to access the Whoa Zone, a challenging and annoying chapter. Tippi believes this is all a joke and again, demands answers. Squirps releases gas-(ewe…) and we gain control in a place referred as the Outer Limits. Once you gain control after the conversation, head to the right destroying the brick blocks with Squirps’ power. Defeat the Jelliens along the way and you will soon encounter an odd-looking platform called a Hedron which is indestructible according to Tippi. Ignore it and continue to the right to encounter more Hedrons, Jelliens, and a block with a SUPER SHROOM. Defeat as many Jelliens as you can and at then of this area, you will come across an “X” mark. Use Fleep to interface with it by pressing 1 and then 1 again when Fleep is in front of the mark to cause the formation of two platforms; approach the one with the hole and press UP to examine it. Choose the SQUISH option to squeeze Squirps into the hoe and cause a door to appear. Enter. Head to the right to find another “X” mark; flip it using Fleep to reveal another set of green platforms, this time with two holes. TWIST Squirps into the hole on the left and we now need to go get something that starts with “cho” and ends with “late” according to the sign. I think it’s chocolate but to find out, enter the warp hole to right after saving your progress. In this new area, space-swim to the left to find a greenish-like warp hole to enter. Collect the coins here and when you’re done, exit thru the green warp hole. Now, head to the VERY top or the highest upper-right hand side of the screen to find a blue warp hole enter. If you continue a little more to your right you will find a shop that sells candy and other sweets. Speak to the person on charge and purchase either a SWEET CHOCO-BAR, or a SHROOM CHOCO-BAR. Exit this area through the blue warp hole, return to the purple-red warp hole to reach Squirps, and give him the choco-bar you purchased. The door will appear as soon as Squirps duplicates himself and inserts himself into the two “key” holes. Finally, enter the door. Defeat the Warpids and hit the STAR BLOCK here to end this chapter. (I6) CHAPTER 4-4: THE MYSTERIOUS MR. L. HP: 30 CHARACTERS: 3 ATTACK: 4/8 LEVEL: 8 COINS: 327-360-(preferably the latter) PIXLS: 8 PURE HEARTS: 4 The title of this chapter doesn’t quite fit the description of our current location, The Whoa Zone. When you enter, Squirps is glad that we’re finally here and that he’ll be leaving ahead to where the Pure Heart awaits. Tippi gets upset at the fact that Squirps leaves us at a time like this and she’s shocked that she can feel the Pure Heart somewhere in this area. Let me just state that this place is EXTREMELY complicated and that you can get lost VERY easily. Please, I beg of you, follow my words as we proceed because we’re going to be here for awhile. When you’re ready, head to the right, save your progress, and enter the door. In here, defeat the Tileoids which come in red, yellow, and blue. Collect the flower in the block to receive some coins-(10), jump to the other side, hit the block for a MUSHROOM, jump to the ledge above the door, flip, and enter the door revealed. In here, defeat the Tileoid(s), take the SLOW FLOWER in the block, and jump down to meet a Pigarithm and defeat by jumping atop it 3-(three) times. Jump back to the ledge you were on before, switch to Peach, and use her umbrella to float and land on the other side. Enter the door. As soon as you enter you’ll encounter a monster that looks like a Mister I but it’s really a Barribad that can shield itself as you approach him. You have two options to get to the chest: defeat it by using Bowser’s fire breath or flipping past it and reaching the chest. I recommend you defeat it to receive some points to your score and receive some coins. Either or, open the chest to acquire a DIMENSION KEY. Good work. Leave this room. Back here, jump into and out of the gap. Flip to 3-D to reenter the door we came from. Leap off the ledge and enter the door below. Defeat the two Pigarithm as you enter this new area, continue to the right, and flip to 3-D to reveal stairs you can climb, ascend them. On the subsequent level, you’ll see a Pigarithm on the ground and one on the ceiling. Okay… defeat the one on the ground and unlock and enter the door at the end of this level. You emerge from the door on the ceiling above the door we unlocked and gravity is reversed! You won’t fall so don’t worry if you jump or get damaged. Defeat the Pigarithm and go to the right and enter the door at the end of this path by pressing DOWN. To be honest, we’re going to have to deal with this gravity business for most of this chapter so get accustomed to being along the wall, or on the ceiling. Literally, continue by pressing UP-(remember the controls are sort of reversed now) and jump into a small gap. Jump past this gap and enter another small gap to access a door. Enter. You’ll land along the other side of the wall. On this side of the wall, continue going DOWN al