___ _ _ ___ ___ ___ / __| | | | _ \ __| _ \ \__ \ |_| | _/ _|| / |___/\___/|_| |___|_|_\ ___ _ ___ ___ ___ __ __ _ ___ ___ ___ | _ \/_\ | _ \ __| _ \ | \/ | /_\ | _ \_ _/ _ \ | _/ _ \| _/ _|| / | |\/| |/ _ \| /| | (_) | |_|/_/ \_\_| |___|_|_\ |_| |_/_/ \_\_|_\___\___/ Super Paper Mario FAQ by Banjo2553 and spazzypeanut *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Hello everybody! It's Banjo2553 again, here with another FAQ/Walkthrough for your viewing pleasure. This time, this FAQ is a joint project between me and spazzypeanut, also a member of GameFAQs. And guess what? This is our first time! ...I mean, my first joint project and spazzypeanut's first contribution. Yeah. Anyway, this FAQ will contain much of what you expect from my FAQs, with an in-depth walkthrough, and many listings of sidequests and items that you will probably find useless, since I cover them all in the walkthrough portion anyway. But, those lists are for those who don't wish to trudge through a walkthrough just to find what they're looking for. So anyway, let's get started! Oh yeah, I'll let you know when I get to things typed up by my partner, ok? Great. If you want to get to sections quickly, just use Ctrl + F and type in the name of the section you want, not the number associated with it. If you type in the number as well, you'll come up with some problems. CURRENT VERSION CHANGES: Added in a tip sent in by MirrorKirby for the Tips & Tricks section, and added Super Cheats as a site that can host my guide in the Legal Notices. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* TABLE OF CONTENTS: I. Legal Notices II. Game Story III. Basics a. Controls b. Gameplay IV. Characters V. Walkthrough a. Prologue b. Chapter 1 1. 1-1 2. 1-2 3. 1-3 4. 1-4 c. End of Chapter 1 d. Chapter 2 1. 2-1 2. 2-2 3. 2-3 4. 2-4 e. End of Chapter 2 f. Chapter 3 1. 3-1 2. 3-2 3. 3-3 4. 3-4 g. End of Chapter 3 h. Chapter 4 1. 4-1 2. 4-2 3. 4-3 4. 4-4 i. End of Chapter 4 j. Chapter 5 1. 5-1 2. 5-2 3. 5-3 4. 5-4 k. End of Chapter 5 l. Chapter 6 1. 6-1 2. 6-2 3. ??? m. End of Chapter 6 n. Chapter 7 1. 7-1 2. 7-2 3. 7-3 4. 7-4 o. End of Chapter 7 p. Chapter 8 1. 8-1 2. 8-2 3. 8-3 4. 8-4 q. End of Game VI. Sidequests VII. Enemies VIII. Bosses IX. Items a. Normal Items b. Key Items X. Card List XI. Recipe List XII. Treasure Maps XIII. Tips & Tricks XIV. Frequently Asked Qs XV. Credits *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section I | Legal Notices | --------------------- The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as your own, or else you'll meet severe penalties. ONLY GameFAQs, Neoseeker, and SuperCheats are allowed to host and/or display this FAQ, no exceptions. Nothing personal, it just gets confusing to keep track of which FAQ is up-to-date and which is not, so I will decline any requests to put my FAQ on your site. Again, nothing personal. My e-mail address is [email protected], spazzypeanut's is [email protected] . You can email us for questions, comments, or even suggestions, just make sure your emails are coherent. I will not accept spam or hate mail, as they will get deleted. I will also delete any emails that are not coherent. In other words, do not use l33t internet speak or chatroom shortened words. I'm sure spazzy agrees to this as well, so the same rules apply if you wish to email him. Also be sure to check out Frequently Asked Questions section, your question might be quickly answered there. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section II | Game Story | --------------------- Ahh�The introduction to a videogame�Who actually watches those? Well, since me and my buddy Banjo have to tell you ALL about this game, I, Spazzypeanut, will give you the non-viewing, condensed version of the opening! It starts out with some unheard of in the story narrator, clearing his throat and telling us a story about adventure and true love, about prophetic books and four heroes. Then we leave this narrator and go into a black screen, where we get a nice blurry look at what it would seem like if you had just woken up from being passed out�which is precisely what this person did. After the person comes to, you�re faced with a blue guy in a monocle and one fine cloak and tophat. Then we zoom out to a wedding altar. This person is Princess Peach in a dazzling wedding dress! Bowser, King of Koopas, is also wearing a handsome white tuxedo. Princess Peach asks this guy who is referred to as �The Count� what is going on. It is explained to her that it is her wedding, and she is being married to Bowser! Princess Peach refuses with a burning passion to marry the lizard, and a little blue chick with pink hair and white shirt and stuff appears next to �The Count� and sets a mind spell on Peach, forcing her to say �I do.� Which in turn, activates a black light from an altar, which releases a giant...deadly...glowing...black...devilish...heart...? Okay then... After this light show, everyone is frightened, including Bowser and his millions of minions standing below the altar, where in the heap of enemies, Luigi comes to. Luigi is curious as well, but he figures something is not good, so he leaps into action, jumping on Bowser, the black heart, and over to Peach saying �This is where Luigi saves the Princess!� Yet, the pink haired girl dashes Luigi away with magic, and the heart casts out a big light...then you flip to the start screen... *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section III | Basics | --------------------- Hi, it's Banjo. I'm gonna list the basics of this game in this section. ____________ Controls \___________________________________ Control Pad Up: - Enter doors - Talk to people - Investigate objects Control Pad Down: - Crouch - Enter Pipes - Perform Super Jump by holding it then releasing (Luigi) - Guard against attacks (Peach) - Breathe a stream of fire (Bowser) Control Pad Left & Right: Move left and right. A Button: No use as far as I can tell. B Button: No use as far as I can tell. + Button: Bring up Submenus - Button: Bring up Controls menu 1 Button: - Cancel selections - Perform Pixl action 2 Button: - Confirm selections - Move text - Jump ____________ Gameplay \___________________________________ Unlike Super Paper Mario's predecessors, this game is not a full-fledged RPG. Rather, it attempts to be a platformer with RPG elements mixed in. Battle is now done in real-time instead of going to Battle Mode when facing enemies, and Star Points have been replaced with a traditional scoring system. Enemies give you a set amount of points when defeated, and when you reach a certain score (shown at the top), you level up! With the level up, you either get 5 more HP or a 1 point increase in Attack Power. (2 points for Bowser.) It alternates between upgrading HP and Attack, really. There are many ways to increase the general amount of points you can acquire. Defeat multiple enemies in a row (without landing, for example) to acquire more points than what you get by just defeating each enemy at a time. Shake the Wii Remote as you bounce off of a foe to get extra points for "Stylish" aerial tricks. Use other enemies to kill enemies. Use certain items to help with killing enemies. Find hidden items in the levels. See, there's lots of ways to increase your point count! There is no longer an FP or BP system. In their place, certain fairies called Pixls join your party, along with Peach, Bowser, and Luigi. Each of these fairies help you do abilities to get past obstacles. Three of these Pixls are optional however, and there's 12 in all. Peach, Bowser, and Luigi are the "real" party members in this game, and they each hold a special power to get through certain levels. Aside from Mario and his 2D-to-3D switching capacity, Peach has the ability to float with her parasol, Bowser can breathe fire and has double the attack power of the rest of the members, and Luigi can jump high to reach high areas. I believe that's it for gameplay stuff. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section IV | Characters | --------------------- I'll only list the most important characters in the game. This doesn't count area-specific or chapter-specific characters, just the ones you see throughout the game. I'll also include every Pixl here and their abilities, but not how to get them. See the walkthrough and/or Sidequests section to find out how to get them. _________ Mario \___________________________________ Mario's a fun-loving italian plumber. He countlessly rescues Peach from Bowser and other such villians, and lately has been rescuing the entire world from destruction on occasion. He's really gone up in the years, hasn't he? This time, he has to save multiple dimensions from collapsing into a dark void...which was made due to the marriage between Peach and Bowser... ____________ Peach \________________________________ The fair maiden in all of Mario's games, she has a really bad habit of getting kidnapped. She considers Mario to be more than just a friend, but does Mario share the same feelings? In this game, you get to see her kick some tail this time...and not get kidnapped! ...Well, except for the beginning. ____________ Bowser \________________________________ Bowser, the Koopa King. You can imagine his excitement when he found out he would get married to Princess Peach! Little did he realize that the very same marriage would cause the destruction of all worlds and dimensions, so now he's going to give Count Bleck some revenge! ____________ Luigi \________________________________ Poor Luigi has lately been kept as just a house-keeper, but his time finally shines in this game! He may even be the figure which is needed to fulfill the Dark Prognosticus' prophecies though... ____________ Count Bleck \________________________________ An evil count bent on destroying all worlds. He's the main villian, of course! He also has his trusty cohorts and assistant, Nastasia. Does Nastasia really approve of The Count's actions, though? ____________ O'Chunks \________________________________ O'Chunks is one of Count Bleck's cohorts. This big muscular dude talks like a mix between Canadian and Viking. Kinda hilarious, if you ask me. And, if you had to ask, one of his forms of transportation...is farting. Just like Wario in Smash Bros. Brawl. ____________ Dimentio \________________________________ Dimentio is another one of Count Bleck's cohorts, who gives off the vibe that he's incredibly intelligent. He appears constantly to help the Count's other cohorts to defeat Mario. Yes, you fight him as well. This clown doesn't take things half-heartedly...he's very serious. ____________ Mimi \________________________________ The last of Count Bleck's minions, she's a demented young witch that can transform into many different things. The way she spins her head around reminds me of the Exorcist...*shiver*. ____________ Tippi \________________________________ Tippi is a Pixl who's always with you. She mainly acts as the voice for the character, especially if Mario is out. By pointing the Wii Remote at the screen, Tippi can "Tattle" a person, an object, or even an enemy, and describe it. She's also helpful for finding invisible objects... ____________ Tiptron \________________________________ Tiptron is a robotic replica of Tippi, made by Francis himself. He'll sell "her" to you for 999 Coins if you pay him a visit after beating the game. Tiptron does everything that Tippi does, and even talks the same way...but it just doesn't feel the same... ____________ Thoreau \________________________________ Thoreau is the second Pixl (well...first, if you don't count Tippi) you acquire. He lets you carry things with the push of a button. 1, to be exact. This ancient dude hasn't crumbled one bit! ____________ Boomer \________________________________ This bomb Pixl has a really explosive personality! Just like the bomb partners in the past Paper Mario games, this guy will let you bomb enemies and weak walls. Go wild with his explosions, pyromaniacs! ____________ Slim \________________________________ This Pixl seems like quite a thrill-seeker. If any one moment isn't packed with action for him, he grows bored. He makes you seem invisible, isn't that just AWESOME!? He'll also make you slip through cracks you otherwise couldn't go through. RADICAL! ____________ Thudley \________________________________ This Pixl seems rather dense, but he can prove to be rather useful! Do double damage on enemies with the ground pound maneuver! He seems to be really into girthy, heavy guys. Must've been in the wrestling business then... _________ Fleep \___________________________________ This pretty Pixl was trapped by fate in a Porta-Potty, yearning for some Toilet Paper. Mario gave him the Ancient Clue as Toilet Paper so Squirps could get it. He is now expressing his gratitude by helping us. He can flip dimensions and reveal stuff behind time and space! _________ Cudge \___________________________________ This hardhead of a Pixl lives by mottos. Once you tell him your motto, he'll repeat it throughout the game. This Pixl's power lets Mario use hammer power to lay the smackdown on enemies. _________ Dottie \___________________________________ This poetic Pixl is very calm and collected. I guess you could say she takes yoga training every day. Dottie "shrinks your aura" so you can pass through small areas and avoid being detected. ____________ Barry \________________________________ Barry puts a barrier around you briefly when you use him, reflecting some projectiles! It also harms enemies. This reflective Pixl is very handy. Make sure to grab him when you can, as he's an optional Pixl. _________ Dashell \___________________________________ This Pixl just loves speed. Nothing can curb his need for speed except going EVEN faster! He especially needs to stretch himself after being captured for years under Wracktail's fury beneath Flipside's legendary Pit of 100 Trials. With this Pixl, you'll run as fast as KENYANS. People will watch you and think you're KENYAN. You'll race as fast as KENYANS against the actual KENYANS, and then there'll be a time when you're deported back to KENYAAA. ...Uh, what just happened? _________ Piccolo \___________________________________ This musical Pixl reads the inner being of the character you have out, and plays music to fit them. The tune can do various things, like make certain blocks disappear, cure your character of ailments, and more! Not only that, the sounds your character makes are changed when Piccolo is out! *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section V | Walkthrough | --------------------- Welcome to the walkthrough! I hope you'll find what you're looking for! Me and spazzy will alternate in sections for this walkthrough. He'll start with the Prologue, I'll do Chapter 1, he'll do Chapter 2, etc. __________________ Prologue \________________________________ So when you start the game after inputting your name, you�re greeted to pushing by trees and faced with the classic ole� Paper Mario beginning, Mario�s house. Inside, Luigi and Mario are enjoying a nice glass of tea, when Luigi begins to speak. So in a shortened version, Luigi is enjoying a relaxing life, so he wants some kind of excitement...and he got what he wished for...Luigi and Mario step outside to go visit the Mushroom Kingdom, where they are greeted by a Toad who is frightened to death, telling the Bros� that Princess Peach has been kidnapped. Using deductive reasoning, Sherlock Luigi says Peach was kidnapped by �That Bad Guy�. So they decide to go rescue her, Toad giving encouragement as they march off to the castle of King Koopa. Then we are greeted by Bowser's Castle...and Bowser. He is talking to his army about invading the Mushroom Kingdom. That�s where all his minions let out a huge �YEEEEEEEEEAH!!!!� and other various cheers...until one says they�re under attack, who takes it as a joke. But really the Bros. are here...by coming in the front gate. Luigi interrogates Bowser and realizes, Bowser didn�t take Peach! Peach appears with a shriek in what appears to be a 2-D, rainbow, hexagonal cage floating in midair...? But magically, �The Count� appears beside her in a twirl, giving a huge �BLECK!� who�s real name is �Count Bleck�! He apparently is the chosen executor of The Dark Prognosticus, a holy book of how the worlds end. He apparently claims Peach is the key to destroying all worlds. Mario tries to attack Bleck, who is countered by a shield, and thrown for a loop by Count Bleck�s dark magic. Bowser threatens his minions to attack Bleck. Count Bleck opens his cloak and spins his wand, creating a super huge magic void, sucking everyone in the castle except for the K.O�d Mario. Then we are greeted by a whole lot of dots...and someone trying to say �Mario..� Mario comes to, faced with a pixly, rainbow butterfly, named Tippi, who explains she is sort of like a fairy, and claims that she is here to help, and tells Mario to come with her, to somewhere. She then warps Mario somewhere. We are greeted by a big white tower on a manilla background, with some kind of blue wizard standing beside where we are teleported. Who compliments our �stache! Tippi says that Mario is the hero of The Light Prognosticus, a book meant to counter the dark one. This wizard dude says that he was transported to the town of Flipside, a town between the dimensions, which is sort of like a bus station for other worlds. Then this wizard dude says his name is Merlon! He always studies about the end of all worlds. Merlon shows us a big, pulsing purple dot in the sky, which is actually a huge void which will suck up all worlds, planned by Bleck! Tippi then tells us about an evil king and princess that when they meet, cause a Chaos �HEART� that will swallow all worlds. And only with the power of Eight Pure Hearts will counteract the Chaos Heart. Merlon then hands us a Pure Heart, a red heart that looks like that black one! That was easy, game over! You can turn off your Wii now! ...Naw just kidding, we got a LOT more to go. Note: If you say no to Merlon�s request to save the world, you�ll be faced with a game over and have to go through all that text again, Oh joy! So yeah...click yes, get a pure heart, a flashy light show, and your adventure begins!!! Oh joy..Merlon already tells us we have to do something, we gotta place the heart in the Heart Pillar. Note: If you just jump off the left side of the pillar, you�ll be right there.. the more you know. The pillar looks like a big white pillar, with some color tint at the bottom, and a gray indent shaped like a heart...guess what goes in there. Not that, you sickos...The Pure Heart! So you click up on the control pad against the heart pillar, which is also used to enter doors, talk to people, and other stuff, Mario jumps back in fright, you�re greeted with a fancy red light show, and a red door appears at the tower where you were! Now...let me explain Flipside. Flipside is an inter-dimensional town with citizens who look like people with bodies that look like slinkies and big colorful heads! Flipside Tower is your basic hub for traveling to the various chapters which we will get to over time, that�s where we were. The next floor, Flipside Floor 3, has nothing special except for the first heart pillar. If you go down on that elevator, you come to Flipside Floor 2, which holds the fortune telling house, The Inn, the elevator to Flipside Tower, a save block, Merlon�s Crib, and an item shop. Flipside also has a first floor, bottom floors, and outskirts, but we�ll get to those...don�t you worry. Merlon explains that each of these doors is meant to lead the Hero, Mario, to the next Pure Heart, Merlon also gives us a return pipe, a red and white striped pipe that goes in �Important Items� section, which will transport you to Flipside Tower from almost anywhere in this game! But if you use it mid-chapter, you will have to go back through the whole chapter. He also tells us that we will learn a �Dimensional Technique� from Merlon�s buddy, Bestovious, The Flip Wizard. Mario lets out a big "Yahoo!" as he gallops into the door! Sorry...no gameplay just yet. Count Bleck is holding a small meeting with a bunch of oddball characters standing on three black pedestals, where the Count is gloating about having ripped that void in the sky, sucking up the worlds. Now who are these oddball characters the Count is chilling with? Well, these are his minions! This big orange guy with a beard and slinky arms and ape fists is the first to speak of the minions. Then we head on over to some weird clown looking guy with a purple and yellow headdress that looks like something straight out of Phantom of the Opera, who seems to be a very poetic little clown. Then some huge text appears as someone calls that they�re late. Whoa! Another big orange guy, Count Bleck can clone?! The higher orange guy speaks saying a weird "Mimimimimimimimi", who calls O�Chunks, the big orange guy's name a "big silly"! Who then warps into THE COUNT?! Who then insults O�Chunks who then figures out that this is just shapeshifting from a thing called a Mimi. But then this Mimi thing warps into PEACH?! Then Dimentio points out the fact behind Mimi�s kissing up, that all she really wants is some gems and some hot guys. Then this Mimi thing warps into BOWSER?! THIS GAME IS PLAYING MINDGAMES WITH ME! The pink haired chick talks to Bleck, warning him of Mario, where we find out, this girl�s name is actually Nastasia, Count Bleck�s...kind of secretary. O�Chunks says that he�ll handle us, we do fight him later in the chapter, too, so he jumps down and goes off, the clownie dude, who�s real name is Dimentio, a poetic Italian...French...Magic...Clown...guy, also vanishes. Whoo! Narrator guy! He just says in some quick streams about Mario�s adventure and what it holds. Onto the actual game! __________________ Chapter 1 \________________________________ Wow, onto some actual gameplay stuff, aside from town wandering. Let's get busy. ---------------------- Chapter 1-1: The Adventure Unfolds Watch as the world before you gets drawn into reality! Mario and Tippi exit a door that just appeared, and Tippi says a few words before we can head off. Head right and stomp on the Goombas. You'll see the classic block layout of 1-1 in Super Mario Bros. Jump at the second ? block for a Mushroom, which restores 10 HP and gives you 1000 points. Keep going, stomp the Goomba, and use the brick blocks to jump over the blocked-off star door. Enter the first pipe you see after the star door to enter a secret underground area. Open the chest for a Shroom Shake (restores 10 HP, but is used manually unlike a Mushroom) and exit. Keep going and you'll soon reach a house. Enter the house, and you'll find it empty. But Tippi mentions something about her "Tattle" power...point the Wii Remote at the screen and look around for a hidden door. Press A to reveal it and go through to meet Bestovius. After some talk, he will come up with a price to teach you the Flipping ability. Keep denying him until he offers it for free, and accept, because honestly, we don't have the kind of money he's asking us for. :P So now you (as Mario only) can flip between 2D and 3D realms. Simply press A to switch to 3D, but only for a limited time! Once you flip to 3D, a stamina bar will appear below Mario's current health and will slowly start to deplete while in 3D. If it's depleted fully, you'll lose 1 HP. Honestly, it's not THAT threatening, but right now, you need all the health you can get. So use that 3D sparingly. Flip to 3D right here in Bestovius's room to find a Shroom Shake and a Shell Shock, the latter of which is an attack item. Exit the room and flip to 3D again for a Fire Burst, another attack item. Exit the house and hit the rainbow block with an S on it. These are Save Blocks, and thus, will be your only form of saving in the game. So make sure to save when you find them! If you flip to 3D near the Save Block, you'll see three hidden ? Blocks. Hit them for two coins and a Pal Pill item. This creates 8-bit Marios around Mario himself, which basically act as shields to instantly kill enemies. You'll need to head back to the star door and flip to 3D to find it's perfectly accessible in 3D. There are also some coins beside the stair-like ground near the house and some in the underground area while in 3D, if you want to grab those. At any rate, in the next area past the star door, this should be a perfect time to try out that Shell Shock item. Select it by pressing 1 + 2 then moving right for a quick way to get there. Shoot the shell that bounces across the screen to make it bigger, so you can hit more enemies and get more points! Also, make sure to follow the shell. (It might not work if you have Pal Pill buddies around...) Once you reach a tall pipe, switch to 3D and grab the Goomba card. Now that you have a Goomba card, you can do double damage to Goombas! Not like it's needed, but hey, this effects every other enemy once you grab their card, so let's make sure to pick them up. The effects stack if you have multiples of the same card, as well. There's also a hidden ? block above the second pipe while in 3D, so grab the Mushroom from it. Up above is just a path of blocks to avoid the enemies down below. Below is a ? block with a Mushroom and a multi-coin block below another ? Block. At the next area of ? Blocks, you can find a Happy Flower inside the top one. This makes coins (of the small and giant kind) rain down. Hallelujah, it's raining me--coins. Yeah! Coins! Right past here is a giant pit. Cross it by switching to 3D. Stomp that Goomba while you're at it. Continue on to get to a star door. There's a hidden Squiglet enemy by it if you switch to 3D, but that's it. In this next area, you'll meet a weird enemy named a Sproing-Oing. Nothing too special though. You'll also see a spring to go over a hill, but why not flip to 3D? You'll get a Pal Pill item for doing so. Up ahead is another large hill, but with no spring to go up. Flip to 3D and you'll see dozens of Squiglets blocking the way forward. Use the Fire Burst to make quick work of them. Also, if you haven't leveled up yet, you will after this. Keep going, go up the stairs, jump across, and head through the star door. (There's a hidden enemy at the foot of the stairs in 3D mode.) In this next area, continue forward and you'll meet the infamous Piranha Plants in pipes. Right now, you cannot damage them at all, so avoid them. Next, you'll see a ? Block...with a MEGA STAR! Go crazy with this. It not only makes you invincible, but also makes you huge and 8-bit, allowing you destroy EVERYTHING in your path. At the end, you'll meet the goal. Before hitting it though, flip to 3D and take the path around the hill you see. Open the chest for a Koopa Troopa card! Now head back and hit the star block to clear the level. ---------------------- Chapter 1-2: Afoot in the Foothills Tippi talks a bit some more, saying she detected a Pure Heart's presence near these hills, so let's get going. Right at the start, you can find a Mushroom inside the first ? block, so grab it. Head on forward, stomping on Koopas, and jump up the ledges to reach some weird...flippy thing. Oh well, at least it transports us somewhere. Up here, you'll see a blue switch in front of a small rock. Well, flip to 3D and hit the switch to create some more ledges. Jump up them and take the next flippy transport to the star door. Before heading in, fall down the ledge to the left to find a coin block. Go back up and enter the door. Head forward, flip to 3D (next time I want you to flip to 3D, I'll just say "flip" to make it easier) and jump up using the hidden ? blocks. Get the coins from them if you want, as well. Up here are four ? blocks, but they end up being eight if you flip. You'll need to flip anyway to get to the upper platform. If you stay in 3D, you can find a brick block. Hit it to make a ladder appear. Climb it to find some clouds with coins. Classic Mario secret! Head back and drop down to the four ? blocks. Fall to the right and you'll see a brick block and a floating door. What is this for? Well, it leads to something good, but this is the exit. Where do we go to find the entrance? Go all the way back to the beginning of this level. Flip to 3D near the blocks you hit before, and look to the left to find a path going slightly left of the whole level. It's basically in the background. Follow the path to find a chest with a Paratroopa card. Enter the star door to exit from that floating door. Now head back up, go right, flip to 3D to avoid the Tromps, and enter the star door at the end. In this next area, you'll find that the bridge is out. But don't fret! There's a pipe here. Enter it to appear in the background. Head into that hut. Inside, you should see sweat coming from nowhere at the top level. Flip to 3D to find Red the Bridgekeeper, worrying himself that he can't see anybody. Stand next to him and flip back to 2D to bring him with you. He decides to repay you by opening the bridge ahead, but also asks you a question...What is the most manly color of all? Well, green is rather sexy, but not manly enough. Both is just... eh. Need to be more assertive. Red it is then! (By the way, he kicks you out of the house if you do choose anything other than red, but you can go back in and try again.) Cross the bridge to head into Yold Town. Time for a bit of relaxation, eh? Hit the Save Block. The first building is a shop, where you can buy lots of items for really cheap prices. The second building isn't all that interesting, but the blocks next to it seem suspicious. Flip to find a pipe behind them. Enter it to find a secret coin area! But, make sure to flip so that you can get extra coinage. Head back to the ? block between the first and second buildings. Get onto it with a running jump, then hop along the roofs of the buildings to the right to find a Boomboxer card. Now, we need a new Pixl before we can move on. Enter the third building and flip to find a pipe inside. Enter it. Inside is an underground section! Flip to 3D to pass the Thwomps and enter the door. Use Tippi to find the next door and enter it. The door will now be locked. A giant chest is to your right. Open it for Thoreau, the throwing Pixl! To get out of here, grab the block next to you, and jump and throw it at the blue switch high above. Sweet freedom! Now exit this dump and talk to the elder of the town, who lives in the next house, conveniently enough. After some banter, he'll let Green the Bridgekeeper know you're coming. So head right, enter the pipe, and enter the shack. Before talking to Green here, flip and grab the Red & Green Card. Now talk. Green will open the bridge for you, but then will ask you a question. Which is better, red or green? Well...it doesn't matter what you pick, he'll get mad at you and throw you out. Oh well. Pass the bridge, and hit the star block to end the level. ---------------------- Chapter 1-3: The Sands of Yold After Tippi talks some more, head forward until you get to some ? blocks. Flip to 3D to find 24 ? blocks. Most hold coins, but you can pick up a Speed Flower and a Happy Flower from them as well. With the Speed Flower, Mario's speed doubles, and gains triple the normal amount of points and coins. A little ahead forward is a ? block containing a Zombie Shroom. Don't touch it or you'll get hurt! Just treat it like a normal enemy and wack it. Keep going, ignore the Bald Clefts. Right after the Bald Clefts is a rock. Flip to find a Squig card. Keep going and you'll see a dragon-like enemy. Flip to get around him and jump on the orb behind it to kill it. Keep going and head through the star door. In this next area, keep going straight ahead, avoid the Cherbil's sleepy clouds, and keep going until you get to some Goombas that can flip with you. After the tall tower of blocks, flip and watch for a Courage Shell behind one of the rocks. Now head back to the huge rock before. Flip and you should see it points to a path. Follow it to a pedestal of sorts with writing on it. It says to find the red palm tree and jump under it 10 times. Well, let's head back by going through that star door. Backtrack to find the red tree, and jump under it 10 times to make a star door appear. Enter. Press on ahead, take the spring up and use the flippy transport. Hit the four ? blocks (two are invisible) and kill the Zombie Shroom. When you get to a large quicksand pit, flip to find the path across it. Past here, you should see a spring and an enclosed switch. Spring up, stand on the lone block beside the enclosure, and use Thoreau to hit the switch. This activates the flippy transport nearby, so take it. Hit the ? block for a Mushroom, and head on to find a pipe high above and a star door, plus a Save Block. Save, then flip so you can get up to the pipe. Inside is a secret bonus room! Flip so you can get all the blocks. Don't forget the hidden multi-coin block! (Use Tippi's power to find it.) Once you're done, exit and enter the star door. Uh-oh! O'Chunks is here. Time for a boss battle! He's not that tough actually. He just jumps around and throws you if you get too close. Use Thoreau and throw him to stun him so you can get a clean hit in. Repeat until he's dead. Now continue. If you head left and flip, you can find a Ghost Shroom item. This snacks on enemies ahead of you if you use it. Jumping up the platforms on this left also takes you to a star door. Enter it to find another statue of sorts. It tells you (if you flip) to stand on the distant blue platform and press - and 1 at the same time. Alright, let's keep that in mind. Go to the left end of this area and flip to find some ? blocks. Exit, then go all the way to the right to find some flipping Goombas, an Ice Cherbil, and more platforms. Climb up the platforms to find another star door. Enter it. Just head right, press those buttons while standing on the blue platform, and the goal will appear. You're done! ---------------------- Chapter 1-4: Monster of the Ruins Ah, this place reminds me of Dry Dry Ruins in Paper Mario...anyway, head down the stairs and through the star door. Continue on, being careful of the Buzzy Beetles, and get the Mushroom inside the ? block above the fire bar. Get on the block, and jump to the right. Follow the path and open the chest for a Life Shroom. Make sure to keep it! Head back around and through the next star door. Woah, fire bar mania! Dodge them as much as you can...or you can flip. But that takes all the fun out of it. D: At any rate, you'll find a locked star door. Keep going and you'll see a door in mid-air. Flip, hit the blocks, and viola! The door is reachable! In this small room, avoid the small Tromps, climb up, and get the key from the chest. Now head back and unlock that door. Save, then continue along, avoiding the quicksand pit and the Tromps shortly afterwards, and you'll find two doors. One's locked, so take the top one. Get up there by flipping or taking a running jump. You'll come to a room with a high up switch and Squiglets spawning from a pipe. Grab a Squiglet and throw it at the switch. Now head out, and backtrack to that quicksand pit. Some blocks above have disappeared, revealing a key. Grab it with Thoreau, then use it on the locked door. Enter it, use Tippi to locate the hidden platform so you can enter the next door. If you head right and flip, you can see a path. Follow it and open the chest for a Buzzy Beetle card. Head back and go left this time. When you get to the area where it seems like a key is surrounded in blocks, flip and enter the crevice to grab the key. Open the locked door here. Inside, use the spring, and head left. Flip to find a ladder, so climb it. Step on the switch to make a giant red switch appear, and hundreds of Tromps! Aah! Quickly head to the switch and press it to make the floor drop and deposit all those Tromps. Drop down and you'll see a floor has been made for that midair door! Enter. In this next room, you'll see four switch blocks. Flip and hit them in numerical order to make a giant staircase appear. At the top, you'll find a pipe, a Save Block, and a ? Block containing a Super Shroom. Get it and save, then head through the pipe. The camera is spanned way out...I think I know... Walk forward and...WOAH. That is one huge boss. This must be the robot that runs the Wii Shop Channel. At any rate, Fracktail lets you through, but Dimentio can't let you do that. Geez, I guess Mario has to take care of it. ------------ BOSS: Fracktail This guy may be threateningly huge, but it's actually fairly easy. After it swoops over you and into you, flip and get ready. When it starts coming, jump onto its body. Now walk to its head. See the antenna and the small robots? Grab those robots and throw them at the antenna to damage Fracktail. Keep doing it! After a while, Fracktail may start to do a loop-de-loop. Mario will eventually slide off of him, but if you time your jump just right, you can land on Fracktail's head again and continue your assault! If not, you'll fall back down and have to find an opening to get on him. ------------ Once Fracky's defeated, enter the new star door to enter a shrine. Inside, you will meet the ghostly figure of Merlumina. Listen to her (boring) story, and you'll get the second Pure Heart! AWESOME! We are done with this Chapter. FINALLY! You'll head back to Flipside to deliver that Heart to the next Heart Pillar. But first, some business... __________________ End of Chapter 1 \________________________________ Alright Banjo, Thank you for that lovely first chapter, very nice job. Guys, This is spazzypeanut. I'll be your guide in Chapter 2, personally, Me and Banjo don't really like this chapter, but not as much as we hate Chapter 5. Either way, let's get down to business here! Have fun in this chapter! I'll try to make it seem simple, cause this one can get COMPLEX. But I'm gonna help you out here. Alrighty guys, so you've got the second pure heart, an orange one. The narrator gives you a few lines about Merlumina's wait for the Hero, then you save. You're then put at a conference meeting between Nastasia, Bleck and O'Chunks, Nastasia saying that Chunky got his ass handed to him on a silver platter by us. She then says that she sent that shapeshifter Mimi to do us in in this upcoming chapter. Bleck departs, and Nastasia leaves to brainwash some Bowser Minions. Here, Peach is coming to. Recalling some various things about the wedding. Then a Hammer Bro and a Koopa Troopa come to your aid. Telling you about the wedding and some guy in a Green Tuxedo (Luigi). Saying that most of the minions are brainwashed and they gotta get out of that area now! You take control of Peach here, with Peach, if you press down on the D-Pad, she crouches and has an umbrella shield, if you press 2 in the air after a jump, Peach will pull out her umbrella and float dantiliy down, if you move while hovering you can glide slightly. Anyway, enter the door to your right. You then are taken to an overhanging balcony, above where two brainwashed Koopa Troopas are convincing the Hammer Bro. who helped you to give into Bleck. He refuses, then Nastasia comes in and seals the deal, by brainwashing him of course. That's awesome y'know, when you can just flick your glasses to brainwash someone..yeah nevermind. Either way, those baddies leave. When you regain control of Peach, enter the door to your far left. Continue left and go down the first flight of stairs. Enter the first door you see, you'll come to a long, overhanging platform where you meet a dead end. Nastasia and some brainwashed baddies greet you on your only way out. Uh oh.. She brainwashes your last Koopa Pal. Just in time's penultimate nick, she is warped out of there, leaving Nastasia baffled! You then see what seems like an anonomous couple speaking to each other, then a guy telling a story. Then you exit out of the red door of flipside. The instructions say that now that you have the pure heart for that chapter, you can visit specific subsections of the Chapter at any time. That'll help us out with a little side quest, later on of course. But let's get down to business. Take the elevator to your left down, and head left again to Merlon's place. He greets you and tells you to step into his home, save and enter. Blah blah blah, pure heart, Merlumina blah blah blah. Then some horrified and crazy citizen of Flipside comes begging for Merlon's assistance. He gives you A LOT of Ums, and tells you a girl fell out of the sky! OMG AN ANGEL!...Not quite. Anywho, follow Merlon up to the second floor, the floor directly under the Flipside Tower. Save and go up the white elavator, then simply jump off to the left. Walk a bit to the right and WHOA! It's PEACH! And she's out cold. Merlon says to wake her up from her unconciousness and uncontrollable shivering, you need to meet a lady named Saffron, the cook of Flipside, cause she knows a revitalizing recipe that'll help Peach out. So head to the right and go down the elevator. Head way left and go down the elevator between Merlon's Crib and the Item shop, but look in your inventory real quick. If you don't have a Fire Burst item, you should buy one in the shop to your left. Then you can head down to the first floor of Flipside. Head right and enter the house with the steaming pot on the front. Talk to the lady behind the counter, who welcomes you to Sweet Smiles. Mario tells her that someone is knocked out and she tells you they need some Spicy Soup, a recipe which can be obtained by giving her that Fire Burst, hint hint. If you already have one, she'll open up your inventory, select the Fire Burst, she'll begin making a dish. Whoo! You got the Spicy Soup, head back up to the level with Peach, and give her the Spicy Soup. She'll get up and yawn. She'll be simply ecstatic that she's with Mario again. She heads back to Merlon's with you and she tells you her story. Merlon tells you that the next door will take you to Merlee, but first you gotta put the Pure Heart in the Heart Pillar. Even before that, PEACH! PEACH IS GONNA JOIN YOU! I'm sure you remember Peach's control from the little interlude, so I won't explain it. Merlon gives you an Old Key. I'll take you to the Heart Pillar, don't you worry. Exit Merlon's place, Save, switch to Mario, and flip to 3-D. There is a padlock to your right, unlock it with the key and flip to 3-D again. Walk that thin path to your right to Flipside outskirts, and go down the pipe to your right. Head left, and jump in the first pit you see, open the two chests to get a Merlon and Merluvlee card! Jump on the spring and head back up. After the pit, jump over the block, flip to 3-D right in front of the block and you'll see a big red arrow plastered right on it. Head right down the thin path. Okay, so head left, flip at the block and past it, jump on the lower lock to the upper one. Then switch to Peach. Glide across the blocks with your parasol all the way to the Heart Pillar on the far right. You get your trippy little placement scene, and the second door on the Flipside Tower has been revealed. If you want easy access to the tower, go to Important Things on your Menu and select the Return Pipe, It'll take you directly to the tower. Enter the orange door. __________________ Chapter 2 \________________________________ This next chapter involves a nice area with greenery and a mansion. Yah. So... ---------------------- Chapter 2-1: Bogging to Merlee's "HOT CHICK ALERT!" ~ Ex-Prisoner Yes! The new, fresh taste of botanical land is being drawn into reality here, with some cheery music! Tippi tells you we have to go to Merlee's. Head right and step on the treetop in front of the water, glide across to the other side. If you head all the way to the right you'll be greeted by a locked door, if you flip, you'll see a big arrow telling you to go back, so follow it. Before the last set of water-sinking platforms, on the stable platform Flip to 3-D and hit the dimensional arrow blocks. Jump on 'em and head on the treetops, I'd switch to Peach to avoid falling. Jump or Glide all the way to the right and enter the pipe. Kill the Squiglet's and the Squig, and a chest with a key will appear, grab it, exit the pipe and enter the locked door. In this area, hit the block to the right for some Pal Pills. Enter the door and you'll meet a Prisoner, who will only talk to you if you're Peach, calling you one hot chick. She'll tell him she has to be somewhere, and he says "Where? Merlee's Mansion? Don't go there, man, bad things will happen, you'll get trapped!" and such. But Peach goes anyway, head out the door to your left and head right to the pipe, jump on it an get twirled way upwards. Switch to Peach if you were Mario and glide across to the pipe on the far left, enter. Glide across the various chasms in the background and hit the switch, leave the background and enter the door that was revealed on the far right. The ? block in this area has a Mega Star in it, go freaking crazy with this and charge through everything. When it ends, head right some more. Hit the save block and enter the door. The ? block in this area has a slow flower, you can hit it or ignore it. Hop across the blocks on top, and hit the other ? block for a Happy Flower. Head right and enter the pipe, you seem to be in an empty room, but if you look around with Tippi at the ceiling...you see an invisble switch, jump up and hit that area. Enter the pipe down low. I HATE THESE THINGS. This is a Growmeba. This single orange square can spawn a gazillion little versions of himself that float around the room, if I were you, I'd jump on that orange one as soon as you exit the pipe, killing it quickly. When it's dead, a big chest apears, open it and you'll be greeted by "SSS- BOOOOOOM!" It's a bomb Pixl, and he sense good vibes and likes blowing up stuff! Sounds like my kinda guy! He'll ask you a bunch of weird questions, all with positive answers, so just select anything. After all his odd questions, he's likes your tasty vibes, and he joins you! Boomer is an explosive Pixl, meaning if you press 1, you'll lay him down, if you press 1 again, you'll detonate him yourself, he'll blow up cracks in walls and enemies. You can leave him somewhere, walk away, and detonate him any time in a certain amount of time before he blows up on his own! Cool! You can also blow up blocks! Alright! Let's move out! Blow up the crack with Boomer to the right of you, flip to 3-D and go through the crack to get a Watchitt card. Nothing else in that alcove, so move out of the crack, out of the pipe and out of the second pipe to the surface. If you head to the right, past the Squig, you'll meet a DRAGON! HOLY! Nah, It's just a Jawbus. Flip to 3-D and head around him, then stomp on that yellow tail of his and he'll die. Jump onto the platform past the Jawbus and blow up the blocks. The first door here simply holds a Spiked Goomba, so kill it and head out. The second door holds a Shlurp. The only way to kill this weird little thing is to lay down Boomer in front of him, he'll eat it and he'll die. Kill it and exit. It has a very fragile tummy. Third door holds another Shlurp, kill it and flip to 3-D, go to the left of the room and blow up the blocks, fall down and collect the coins and fall down another level. Enter the door. WHAT? Back out here!? Head to the door on the far left and kill the Spiked Goomba. Blow up the block like last time, fall down and hit the switch. Enter the door on the left. Alrighty, enter the yellowy door on the far left. Head right, and keep a lookout for the Cherbils, they'll put you to sleep with the gas. Hit the star block! Congrats! You've made it to Merlee's!!! ---------------------- Chapter 2-2: Tricks, Treats, Traps "Silly little Mimikins!"~ Mimi You are now in front of Merlee's Mansion, howling of dogs and eerie music wishes you a warm welcome! Flip right where you are to find a Coin Block, head out of the hedges and head to the right. Head all the way to the right and jump on the square block, then jump again to reveal a block with a ladder. Climb all the way up, switch to Peach and glide to the top of the house, where in the chest you obtain a Stop Watch! You can carefully, very carefully jump right off the edge, and glide to just above the doorway to get a Cursya card! If you miss, try again from the ladder, after you get the card, switch to Mario and enter the door. We are now inside Merlee's mansion. If you head to the right you see HOLY GOD WHAT ARE THOSE THINGS? They're Gnips, what you call Merlee's Guard Dogs...If they catch you, you're being thrown out of the mansion. So flip to 3-D and carefully maneuver around them. The Crystal Ball here doesn't do anything so ignore it and walk all the way to the right and enter the door behind the curtain. Save here. You'll notice an innocent little green maid girl. If you talk to her, she welcomes you to Merlee's Mansion. Her name is Lady Merlee's handmaid, Mimi. You can call her Mimikins, though. She tells you she is on the second floor in the far right room, but DO NOT GO INTO ANY ROOMS, OR ELSE. If you look right..Oh dear god what is that..? It's a Gnaw! Merlee's favorite pet! Tied down in front of a locked door. Anywho, climb up and head all the way to the right on the second floor and enter the door. Walk a bit and you'll see a switch. Press it. Hm? What's that rumbling? HOLY.... IT's A TRAP! Eh, not a big deal. When it comes down, just flip to 3-D and climb on top of it. When it comes back up, Flip to 3-D to get on the block...Holy hell I hate this jump. It is extremely deceiving. And the only advice on location to jump I can give you is very weak. I jump right on the first dot on the metal to the wall, then jump for the block. If you miss, you have to do the whole hopping on the spikes again. Anyway, when you make it, jump up onto the second level of that and get a House Key. If you follow the path to the right, be very careful, it's a very narrow path and you might fall. Blow up the blocks that block your way very carefully on the path and you'll come to...nothing!It was merely an extra narrow path to get to the House Key than jumping on the block. But who actually would go all the way to the left? Just drop down and exit the room. Walk over to Mimikins and talk to her. She tells you she made a big mistake on the room selection. She tells you the CLOSEST room on the second floor. Alright Mimikins, thanks. Hop up and enter that room. Hey! A Mushroom! I could use some heal-- A TRAP! Mhm. That was all a trap. You're met in a room with a Shlurp. Kill it and exit via the pipe, then exit the room and talk to Mimikins. She tells you she mixed up the room again. And go to the MIDDLE door on the second floor. It's alright Mimikins! No hard feelings! Go to that room. COINS! YES! I'M POOR! Follow the coins and you'll come to...another trap! This time you fall into a pit with a Swooper. That little bat thing. Just kill it and you'll have no problems. Okay, so here, lay Boomer down in front of the switch, and walk to the left, then detonate him, enter the pipe as soon as it comes. Exit the pit and exit the room to the left. Talk to Mimikins again, ah alright, closest room on the first floor, 'k, cool. Enter that room. A MUSHROOM! FOLLOW IT! Aww...another trick! This time you're in a pit with a bunch of Boos. Kill them with Boomer and follow the same routine as the last pit you were in. Exit through the pipe, exit the room. Mimikins tells you she's definitley in this Mansion, so head to the far right and prepare to tease the dogs....Maneuver past the Gnaw, the invincible beast, and use the House Key on the padlock, releasing the poor Little Gnaw. He roars and heads after little Mimikins! Tippi is puzzled why, but oh well. Enter the unlocked door. Head to the right, and it the Star Block. Congrats. ---------------------- Chapter 2-3: Breaking the Bank "Know the secret? CUZ I DOOOO!"~ Slim Ugh..This chapter is considered rather infamous for its possible complexity. So I'm going to give you...the really...really shortened version of this level. Head to the right and hit the block with the vase on it. It'll shatter and Mimikins will come barging in, saying you broke her favorite vase, and it's gonna cost us 1,000,000 Rubees, money our pockets don't own. She's telling us that we have to work it off, but screw that! Jump on the first level to the right, and flip to 3-D, bomb those blocks over there, and in the chest, obtain the Boo Card! Now, select Peach and glide across from the right side of the second floor, to the left, head all the way left and switch to Mario, then flip to 3-D, revealing a path extension, to a big chest. Open it and...This is Slim, your fourth Pixl. This guy is all hyped up and ready to charge your thrill gauge! He begins counting, lulling Mario somehow, and showing his incompetence in counting. So after that, Slim joins you, your new pard Slim makes you so thin that you're invisible, you can now walk through extremely narrow cracks and have enemies pass you unoticed! Sweet! Anywho, now that we're all pumped, head to the right and to the third floor. On the far left of the third floor, flip to 3-D, showing us another path extension, hit the block here and climb the newly revealed ladder. Well well well, some electric fences. I know how to get past this. WITH OUR NINJA ABILITIES! No, with Slim. Anywho, press 1 and become thin, then walk up to a gate, then stand still, when one passes by your invisible self, you can turn to normal, repeat for the second gate, then come to this vault. Time to have our own little taste of robbery and heist! Now the code for the vault was supposed to be very complex and tedious to obtain, just for you guys, I went through it to get it for you. The code is...41262816. Plug that into the vault. Access accepted! Sweet! Now look at all those Rubees, conviently enough, One Million Rubees! That could probably buy us some sweet stuff but we got a debt to pay. So head all the way down to the bottom floor. At the bottom floor, enter the door to the far right, you're now in Mimikins' bank! Talk to her and cash in your 1,000,000 Rubees! Mimikins is BAFFLED on how you payed off the debt, breaking her curse where she is levitated into the air and..KABOOM! Mimikins is dead :( Ah well. No big loss, jump over the desk, flip to 3-D, activate Slim, squeeze through the bars, and hit the Star Block! Congrats, you are one fine robber. ---------------------- Chapter 2-4: The Basement Face-off "YUCK!" ~ Tippi Welcome to the basement, we've got fun and games. First thing, Tippi senses the Pure Heart close by. And you're greeted by a very poetic, rhyming voice, it's the apparition of Merlee! The Mistress of the House who only talks in rhymes! Swell! She tells us evil is after her, she is in the basement and we're gonna be faced with a maze, sounds like fun, huh? She vanishes, then we get to work. Hop down the steps, flip to 3-D and walk past the stairs to the left to get a block with a Mushroom, just in case you need it. Save here. Enter the first room of the two. Kill the Boos here and enter the door to your right. Kill the Growmeba here quick. Flip to 3-D and hit the interdimensional arrow blocks to allow an easy way back out of this room. Jump on the blocks and jump to the high left level. You're in a very pink room here, so go to the left, flip to 3-D and fiddle with the interdimensional blocks to get up. What I do is, hit all the blocks on the lower level in 3-D, then switch to 2-D, then hop on the blocks, then flip to 3-D and jump to reveal a single block. Then you can climb the whole thing in 2-D. Anyway, when you get up, It's Merlee! Not a ghost! She'll start talking to you, she'll give you the Pure Heart, for Ten Million Rubees, of course! WHAT?! TEN MILLION? WHO ARE YOU, MIMIKINS? Anyway, don't agree, bad things will happen. Not really. You can choose either one. If you refuse, she'll give you another offer. If you refuse that, another offer. Refuse that, the phantom of the true Merlee appears. If you agree, the phantom will tell you you're a moron and then you get another choice, to sign or refuse, sign again and she'll tell you you're dumb again, then you refuse no matter what, so yeah. The phantom then tells you good choice. Then you get an eerie...Mimimimimimimimimimi....IT'S MIMI! NOT MIMIKINS! MIMI! OH GOD! THE HUMANITY! She reveals her evil self and undergoes...a repulsively evil metamorphisis, her head rotates all the way around with a crack (Pulp Fiction lol?) and she is torn upward where here bow becomes legs, she's a spider! EWWWWWWWW!! Tippi shows her opinion with a YUCK! The Merlee Illusion then tells us she is protected by a force field everywhere, so she's invincible, You know what you do here? YOU RUN! Enter the door where Mimi was. Now if you wait too long in a room you'll get the freaky "Mimimimimimimimi...." and she'll barge into the room and annoy you, so be quick. Pass these Swoopers and take out Slim, activate him and plummet through the thin hole in the ground. Enter the door. Watch out for the Cursya. Don't touch it. It slows you down. Head to the right and flip to 3-D and jump on the blocks and jump to the upper level to the right, enter the door. (This is Banjo here. You can find a Shroom Shake behind the Ice Cherbil. Just bomb the wall behind it.) Avoid the Ice Cherbil and jump up to the top left platform and enter the door. Avoid the Boo and jump to the high right platform, blow up the crack in the wall with Boomer. Flip to 3-D and enter the hall, enter the door at the end of the dark hallway. Fall and in the room with the Shlurps, flip to 3-D and hit the dimensional arrow blocks. Jump to the high left platform. When there's something strange, in the neighborhood, who you gonna call? Ghostbusters! This is Atomic Boo. All you need to do is just get him visible and jump on him a few times. Then when he's dead, use Tippi and reveal a hidden staircase in this room, climb the stairs and enter the door. Hey look, some bathrooms, and a ? Block with a Super Shroom in it for a full heal! And a Save Block! You know what that means...I'd take out Thoreau. Enter the Ladie's Room, Yes, Perverted, but it is neccesary. Open the third stall from the left and someone will call to you, surprising Mario! IT'S MERLEE! THE TRUE ONE! With a fly buzzing around her of course, it is smelly in a toilet, don'tcha know? She tells you to team up and beat Mimi! But Mimi teleports in! She absorbs Merlee's image and now you have two Merlee's! They quibble amongst each other as to who is real, and you're the only one who can decide...how though? BY A GAME SHOW OF COURSE! Welcome to the 66th Annual, "That's My Merlee!" show! This happened 65 other times? Incredible. Interchet is your host and you have to ask these Merlee's five questions! Then pick one at the end. You get to choose the questions, so it doesn't matter. Just select your five questions, then pick your Merlee. Just as a little note, it's the left one, that one has a fly buzzing around it. Nothing special happens if you pick the left one. If you pick the wrong one you're struck by lightning and die instantly. Nah, Not really. NOW IT'S TIME TO FIGHT SPIDER MIMI! ------------ BOSS: Spider Mimi Another horrid transformation and Merlee runs out telling you she'll cheer for you outside. First thing, Mimi is hit by a bunch of hearts, taking out her shield that made her invincible before. Mimi has a couple different things to do. 1. She'll walk around. 2. She'll climb on the ceiling and Rubees will slide out of her which may fall on you. They hurt. 3. She has a special Rubee Wave where Rubees launch out of the floor in a wave. 4. When she has lost some legs, she'll turn into a wheel of Rubees and suspend herself by her legs on the ceiling and floor, spinning around the room which may run into you. When she climbs up on the ceiling, pick up with Thoreau the Rubees that she throws at you. Then throw them back at her. We don't want her dirty money! When she is stunned from that, jump on her, her forcefield is gone! Merlee's Chant depleted her force field! Awww yeah! Time to take it to this stubborn brat! Just keep jumping on her and eventually she'll lose some legs. If you're really all that fast, from where you first hit her, you can pretty much just keep jumping on her, then stunning her, then jumping on her again making her lose a leg. If you're really fast, you'll take it all away the length of the room and defeat her before she makes it onto the ceiling. An easy way to dodge the Rubee Wave is to jump with good timing, running away from it. The wheel is easy to dodge, you can also block it with Peach's Umbrella Crouch Shield. When she's done, she'll be squirming on the floor, legless and creepy. She then blows up in a fiery burst and Mimi is normal. She then levitates up and vanishes. ------------ After the fight, Merlee comes back into the Restroom. She tells us about her long wait for the hero, Mario. She also tells us about four heroes who will stop the Heart of Chaos. She then gives you the pure heart! YES! Fantastic job you guys! You cleared Chapter Two and got the Third Pure Heart! Give yourself a pat on the back! __________________ End of Chapter 2 \________________________________ Nastasia is telling Bleck about how Mimi got her butt kicked. Then O'Chunks falls from the sky. He asks if he can try to beat us again. Bleck formally rejects the offer and decides to send Dimentio! O'Chunks leaves. And then Nastasia leaves to weed out the last of the Bowser Rogues, then Bleck leaves. Luigi then comes to in Bleck's castle and is awakened by two Goombas. They just kinda chat about how lame Luigi is (Nuh uh! Luigi is the man! I love Luigi!) Luigi then springs into action with reassurance from the Goombas! Fake reassurance, but still, meh. Kay, here you take control of Weegee, but without the Extreme Jump just yet. Follow the Goombas to your left ad enter the door. Head left past the staircase and enter the door down low. Short hallway here, just go to the door on your left. Head left for a VERY long Hallway, then the Goombas will tell you to wait up, then you reach a dead end. Then one of the Goombas is brainwashed. Gary the Goomba is now a slave to Bleck. It's Nastasia! Then that other Goomba, without being brainwashed sacrifices himself to Bleck's Loyalty, ditching Luigi! What a jerk! Now you know how Weegee feels! After the Goomba has sweared allegiance to Count Bleck, Luigi is held down by the minions and brainwashed..("Mario, wherever you are...HEEEEEEEEEELP!!!") Oh no...But what he is turned into...is simply badass..But we'll have to wait to see that...But I'll be there for that Chapter..Ooh yeah..We're gonna have fun... See you there...But now It's Banjo's time to shine. Enjoy his walkthrough of Chapter 3 in the Bitlands! ~~~ Thanks Spazzy. The quotes starting each chapter was a nice touch! I like it. At any rate, Mario's back at Flipside, including Peach and Boomer. After a bit of talk, it's time to put this next Pure Heart into the next Heart Pillar. Let's get to it! Return to the Outskirts the same way you did with the second Heart Pillar, and when you get down the green pipe to the area with the secret room down a pit, just head all the way left to find a pipe covered in brick blocks. Bomb the blocks and head down the pipe. Head right, ignore the pipe, and flip when you see a wall. Use Slim to get through the crack and...voila! There's the third Heart Pillar! Not that hard to find, eh? Before you use that Return Pipe, go back out of this room with Slim, and look around while flipped to find a small opening. Go through and head up through this passage to find a chest. Open it for a The InterChet card! Now head back, and go down the pipe you skipped. In this next room, flip and head behind the pipe to find a switch. Hit it and the wall next to you will tear away. Go through and open the large chest for an HP Plus item! Just like the badge, except once used, it permanently raises your HP by 5! Use it. Now head back to the entrance pipe, head left, jump on the blocks, then use Tippi to reveal blocks. Jump across them, then flip to find a passage. Go through it to find a switch. Hit it to unveil the way to the Pit of 100 Trials! But...it's not really safe to go down there just yet, so drop and head left. Hit the Save if you want to, but if you flip near the elevator at the far left, you should see a passage with a weird guy floating around. Talk to him and he will construct a Warp Pipe from here to Flipside 2F and back. Take him up on the offer if you have the coins to pay for it! (100 Coins) Don't take the pipe just yet though. Head out and take the elevator up. We're now in Flipside B1. Inside you can find a shady bar. Enter inside. There is a jukebox that we can't quite use just yet, and the bar owner who tells stories for 10 coins a piece. The stories basically just tell you about various things of the game. If you flip here, you'll find a weird yellow pipe in the back... Inside is an arcade! This is basically a series of minigames and other things. If you ever want to take a break from the main game, just come here and relax. The minigames are really fun, honest! There's an extra minigame we can unlock here, but we don't have the item for it. Play some minigames now if you want to (more info on the arcade is found in the Sidequests section), but ultimately head out of the arcade and bar. Before heading up the next elevator, flip. Oh cool, a treasure chest! Open it for the InterNed card. If you head down the pool, you'll come out to a secluded area with an Itty Bits Shop, and a shady salesman. The salesman actually sells some pretty nice stuff, though some items are a rip-off. Get the rare cards from him if you have the cash. You can't head into the tiny shop just yet, so return and head up a floor. Ah, back in 1F. Of course, you got your cooking house and some other random houses here. If you head to the right, you should find a crack in the wall. Bomb it of course and flip to go through it. You can find an explorer's house, and a Card Shop! Here, you can either buy Catch Cards, buy Card Bags, or sell Cards you already have. If you're looking to getting all the cards, you'll probably not want to sell any. The Card Bags contain a single filled card, and is totally random on what you will get. Catch Cards are items that you can use to capture enemies with. If they are successful, the enemy will turn into a card for you to collect. However, more powerful enemies may prove ineffective against them. Keep this place in mind if you ever feel like going card-collecting. Let's go up to Flipside 2F now, so head out the way you came in. Flip near Merlon's and head out the gate. Now flip back to 2D. Head left to find a pipe blocked with brick blocks. Jump up there with a running start and bomb the blocks. Head through the pipe. See the ledge to the left? Hop on it, and use Tippi to reveal a hidden block. Jump up to it. Keep revealing the blocks and jumping on them to reach high up to reach a Cooking Disk R! This has a few recipes stored inside it! How to see them? Simple. Go all the way down to 1F, and enter the cooking house. See the DS-like monitor on the left? Insert the disk and you have some instant tips on making new recipes! See if you already have some ingredients the disk tells you about and make some recipes if you want. Otherwise, use the Return Pipe to return to the white tower. Enter the yellow door to start Chapter 3. __________________ Chapter 3 \________________________________ Alright! The Bitlands! This pixelated place is packed to the pillars with piles of...fun. I'm not lying here when I say this is my favorite chapter in the game. So let's have fun with this thing! ---------------------- Chapter 3-1: When Geeks Attack "Oh man Oh man Oh man Oh man...A kidnapping!" ~Barry Let's get started! As you can see, the pixelated landscape slowly gets drawn in. Oh wha!? Tippi got kidnapped! Damn! Time to get that...geek thing. But first, a nearby Pixl helps you out. In order to get to Francis' fort (that's its name? Eugh.) you have to find a red X on a castle...the sea monster's weak point is colored red...and we have to cross a gap with a red wind. Hm...sounds like red's the hot color for us in this chapter. Let's get started. No, the Pixl won't join you...yet. Go right, hit some blocks, climb to the top and kick the Koopa once you stomp it so it will maul over the Koopas below, and keep going to see a tall pipe. Flip, hit the arrow block beside it, then flip back and hop on top of the pipe. Hit the ladder block and climb it to find a star door. Here in this little area, you should immediately see a red card in the background. Go left, cross the gap with the platforms, jump on the pipe, and use Peach to float to the higher one on the left. Enter it and you'll be in the background! Head right and grab that card. It's a Catch Card SP! Alright! It's basically a more powerful version of the Catch Card, so it's good to have. Head back to the star door, and hit the block to the right for a Mega Star. AWESOMENESS! Go on a rampage, blargh! At the end, you should find a star door. Go through it. Alright, let's...Wait, what's that Koopa doing? Mega Star? HOLY SH--GIANT 8-BIT KOOPA! RUUN!! YESZ! Another Mega Star! Take that! Go on another rampage to the right. Wait, what's this sign here? ...The hell? It's all...backwards. Wait. Fall...in..between....the...red...pipes. Hm. Sounds like a plan then. Hit the switch block and head back left. Let's backtrack a bit until we get back to that ladder block. Drop and head right. Oh...there's the red pipes. Well, before we get down there, continue right. Some Magikoopas and a grey Cursya... watch out! Head into the pipe to go to the background. Head left and go down the pipe to find an underground area. Take out that blue Growmeba and open the chest for a Thunder Rage. Enter the pipe that appeared when you took out the enemy. Ah, back in the background. Keep going left to find an Ice Storm! Now exit the background. See the purple block stack? Flip to find it to be a weird pixelated body with a hand outstretched. Jump onto the hand with a running start, then onto its head. Flip back, and jump up the blocks you see to find a chest. Inside is a Piranha Plant card! Now head back to the red pipes and fall into the gap between them. WOAH! Level 1-2 nostalgia from SMB here. Continue on. This place should be very familiar to you if you ever played Super Mario Bros. on the NES. No real secrets...except...Yep! The secret warp pipe area behind the exit! (And a warp pipe hidden in a staircase by the elevators. Inside are some blocks with arrow blocks needed to reach them. Simply flip and hit the arrow blocks, then flip back.) Take the last rising platform elevator and go over the pipe to find...three warp pipes! Just like in SMB. The first pipe just takes you back to the above ground area, the second pipe takes you to the next area close to the castles, and the third pipe takes you to a secret room with coins and a Magikoopa card in a chest if you flip in there. So take the third pipe to get its stuff, then the second one. The pipe we skipped to get in here takes you to the beginning of the aforementioned area, just with some annoying Striker Koopas to deal with. Once you reach the castles, prepare to be bombarded with all sorts of crazy crap! Jump up over the castles, kill enemies, and bomb the castle with the red X on it to reveal Bowser. What's he doing here? And...we gotta fight him? No problem...I guess. He's kinda simple. He runs around, breathes fire, and jumps around. You can't jump on him, so just use Boomer to take him down. After the battle and a bit of talk, Bowser reluctantly joins your party! Bowser is the big lug of the bunch, and does double the damage Mario and Peach do! So, head right to finish this level. ---------------------- Chapter 3-2: Bloops Ahoy "You get 1,000,000 Girth Points, Man!" ~ Thudley Oh wee! An underwater level! And Mario and crew don't seem too uncomfortable down there...Yeah...Anyway, swim right as far as you can. You should eventually see some yellow poles sticking out of the ground. Just ahead is a Save Block. Save, then flip so you can enter the pipe. In this next area, swim ahead, avoid the Blooper fin and whirlpool, and find a place to surface. Oh, a pipe! Flip first to see a chest. Open it for a Gold Bar. Not much good this item is for other than to sell it for 100 coins, so you might as well keep it. Go down the pipe. Head through the halls, bombing Spiked Goombas and Bloopers, (or use Bowser's fire breath) and enter the star door. In the next room, kill all the enemies to find a large treasure chest. Open it for....THUDLEY! Now you can pound with POWER!! Just jump, then press 1 to ground pound with him. Now ground pound the pole here to get out. Just backtrack until you get back to that pipe alcove, get in the water, and continue right. You should see a drawing...a mural of sorts on the wall. It shows six poles in different positions...I think I know what this is for. Head back all the way to the left. There's the six poles! Ignore the first one on the left, stomp the next two, ignore the next, and stomp the next. Star door! Swim right in this area, dodging the giant fish, until...woah...What was that noise? WHAT THE...!? The floor broke! AAAAH! That is one giant Blooper! Let's kill him before he makes us fish food! Ah...remember what that Pixl said? His weakness is something in red...that's one of his flippers! Dodge his flippers, and damage the red one when it comes into sight. I dunno if you could call this a boss, exactly... At any rate, when you're done with him, go right, enter the pipe, and finish this level. ---------------------- Chapter 3-3: Up, Up and a Tree "Ride the red wind man..." ~ Barry So...this place is Dotwood Tree. To the right of the tree, there's an Itty Bits Shop. Again, you can't get in there. Time to climb! Once you get to a red Paratroopa, jump on him to find a ? block. Inside is a Slow Flower. Sloooow mooootioooon. Keep going up, grab the Speed Flower next, and go left. Flip to find some arrow blocks, so hit them, then flip back. Jump to the next ledge, then use Peach to float over to the right. Climb up, float to the left, then keep going until you see a pole. Pound it to find a platform. Jump on it, ride it to the left, jump on the ledge, then flip on the blocks to find a hidden bridge. Cross it, continue going up. If you see a red Paratroopa, jump on it to cross to a yellow pipe going into the tree. Enter it for a secret area with coins! Make sure to flip to get the most of them. Exit, and continue climbing upwards to see a star door partially covered in wood. Use Bowser's flame breath to burn the wood and enter the door. (...Uh...wouldn't the whole tree burn down?) Inside the tree, get on the platform and climb up to find a pipe. Get in it to warp all the way to the top. No, it's not that simple. Hit the Save Block, and hit the switch here to turn it pink. Now warp back down. Woah, pink platforms that weren't there! Climb up. Be careful of the Crazee Dayzee, and hit the switch to turn it blue and create some blue platforms to continue going up. On the rotating platform, before going any higher, make sure to pound down the pole below to create a ladder. Go down it, hit the switch to turn it pink, then climb back up. Keep going up, and flip when you can't seem to go higher to find a pipe. Go through it to enter a room. Ah...spikes. Time to take out Slim. Stay put whenever you think the spikes are gonna come out so you'll stay safe. Just continue through to find a switch. Hit it to turn it blue, then head back out. Guess what? MOAR CLIMBING! Until you get to a switch, that is. Drop Boomer in there to hit the switch, and climb up. Flip to see a sign. Bomb the switch again? 'k. Go back down to the switch, place Boomer by the switch, then quickly climb back up before he detonates. YES. Continue up, and float right to find a yellow pipe. Inside are Chomps. Haven't seen those in a while. If you beat them you will get the Peach (2) card! What is it? Why, it's Peach in her wedding dress! Anyway, exit and continue climbing. Enter the pipe to find another area. Get on the platform and use Slim to get past the wall. Drop down, lay Boomer by the switch, then climb back up out of the alcove, otherwise you'll get locked in. Get out of the room and... CONTINUE CLIMBING! THERE'S NO END! Er, after you glide to the right with Peach, of course. Hit the switch, and...wow. A star door. That you can't reach from here. All that!? Nah, you just have to fall down and enter the first pipe from the bottom of here. Use Thoreau to hit the block first for a Super Shroom, which you probably need after dealing with those pesky Crazee Dayzees. NOW drop down, enter that first pipe, save, and head through the door. Whuh, who? Oh, it's Dimentio. Looks like we gotta fight this clown. But we have a twist...we must fight him in a special dimension that makes him 256 times more powerful! ...Not really. It either seems to also make Mario 256 times stronger, or Dimentio...is pathetically weak. At any rate, he basically flies around and throws weird magic spells at you. After hitting him once, he duplicates himself so he can throw more magic spells at you. Find the right one and attack! Once he's gone, he'll realize his little dimension makes Mario stronger as well, then will flee. Alright! Time to climb up some more. Be careful of the Lakitus and their Spinies though! At the very top, you'll see some wind. Wait for the red one and...ride the wind. Ah, there's a very tall pipe! Go down it and the goal is there! If you want some more coins though, flip here and get the multi-coin block. ---------------------- Chapter 3-4: The Battle of Fort Francis "HOT BABE IN ROOM!" ~ Francis So, Fort Francis. Looks like...a really nice crib. Anyway, up ahead is his locked front door. The sign says that nobody except supergeniuses or "totally hot babes" aren't allowed entry. I wonder if Peach...nah, it couldn't be, could it? :P Flip and enter the pipe you see. Inside, grab the block with Thoreau and throw it at the switch above to reveal a chest. Open it for...a key! Awesome. Exit and use the key on the door. Inside, hit the save block, and flip. You should strangely see an opening behind the smaller door here. Go past it to find a pipe. Go down it. In this next area, go right, take down the Meowbots, ignore the next pipe, and climb up onto the arrow block, then jump up towards the spikes. A hidden piece of flooring, nice! The sign here has a couple of codes, memorize them. Continue right and you'll see a cell with a Pixl locked up. Use Thudley on the giant switch to free the Pixl. It's Carrie! She'll help you cross dangerous gaps. Plus, you move a bit faster with her. Awesome, now Bowser won't be so slow anymore! So use Carrie to cross the spikes here. Head back to the beginning here, flip, and jump at the pipe while pressing up to warp back out. Now take the actual door. You'll see a bunch of harmless Meowbots and a giant...cat door? Peeking inside the keyholes, you'll see Francis taking pictures of Tippi. That poor Pixl...Continue right and head into the next door. Flip and climb up to find a giant Meowbot! What's with this obsession over cats? ...I wonder if Francis is into catgirls... AT ANY RATE, head into the door. In this next hall are a bunch of harmful Meow- bots and two doors hanging by threads. Well, let's knock down the one to the left first with Thudley. Just stomp the ground and the door will fall. Enter. Flip to find a platform above. Jump up there, then use Peach to float to the left after flipping back. Flip to 3D again so you can climb up. Enter the door past the giant Meowbot. So it seems we're outside now. Head forward, wait for a flying Meowbot, grab it with Thoreau, and throw it at the switch to create a LONG bridge...this fort is bigger than I thought. Look at the view from here! Anyway, cross it and enter the door. There's a maid Meowbot. Wow. Talk to it and it will ask some questions and then the passcode needed. Remember to be as nerdy as possible in order to ask these questions correctly. The answers should be fairly obvious. (In other words, "true" for all the questions.) When you get to the passcode part, enter "2828." You should be allowed access to a private storage room. Wow, look at this place. A poster of Bow and her butler, some Yoshi action figures, and other stuff. This guy is...weird. At any rate, see the giant Meow- bot here? It can harm you if you run into it, but otherwise it won't attack. Hop on it and hold the jump button to bounce high off of it to reach the chest you see up there. Open it for a key! Now head back the way you came in until you get to that hall with the two hanging doors. Stomp down the other door and head in it. Use Carrie to cross the spikes and enter the door ahead. Another maid Meowbot. Answer some questions correctly again (again, "true" for all the questions), then when you get to the passcode part, enter "2323" to gain access to the secret lair. Woah, even more posters. There's even some...Geeklog notes here too. Is Francis a fan of Star Trek...? Reach the chest the same way you did previously to grab another key. Wait, what's up here on this shelf anyway? ... Video game systems? There's an N64 with a cartridge in it (I bet it's Paper Mario...), a Gamecube, an NES, an SNES, and...a Virtual Boy? Wow, this kid's got a lot of money on his hands. There's a note here that contains a few references to Mario villians not seen in quite a while... And if you flip here, you can find a 100" wide-screen TV here...and a Wii, a Wii Remote, and some Wii games on the tiny shelf next to it. He probably has Super Smash Bros. Brawl and and Super Paper Mario there... Anyway, enough tomfoolery. Let's head back to that cat door and put the keys in as Peach. You'll get asked a few questions before proceeding in. Again, all questions can be answered with "true". Some of them are absolutely hilarious. Once all of them are answered, enter the door. Francis is so nervous that a "hot babe" visited him that he uses some...dating RPG program? Oh God. At any rate...just talk to him. Choose your answers, it doesn't matter. After a while, Peach will stop the program and force Francis to give her back Tippi. Francis will comply...after you rough him up a bit. ------------ BOSS: Francis Wait, what did he say? He named Tippi Francine? ...Yeah. At any rate, he starts off the battle by turning invisible. He's a chameleon, what did you expect? He'll basically walk around and do one of three things when he reappears. He'll either use his camera flash to make you not see, he'll swallow you up with his tongue, or summon Meowbombs. You'll just have to be quick enough to jump on him when he appears. He's got around 40 HP, but his attack power isn't much at all, so he's easy. Just stomp the Meowbombs when they appear. A good way to figure out where Francis will appear is if you flip for a brief moment to see Francis's shadow, even if he's invisible. Flipping briefly like this will allow you to get a good general area of where he'll appear, so use that to your advantage. ------------ After the battle, Tippi will be so happy that...a Pure Heart forms from her. Huh? How'd that happen? Well, no time to ponder. Time to grab the Pure Heart and end this Chapter! The party starts to notice that Tippi has changed since that incident...she's a lot happier. We then get to the conference with Count Bleck and his minions. After some talk, Bleck and Nastasia get into a...private conversation. After the words are exchanged, Dimentio re-appears. That little devil, he spied on them! What could the clown be up to...? Mario and friends arrive back at Flipside, then a conversation starts off on what happened to Tippi. It appears that the Pure Heart was sealed by the Ancients, and the seal could only be broken by a feeling of powerful love and trust. Interesting. Well now we have to ta--Oh no...That void has expanded. It seems we must hurry. So, to get to the Heart Pillar, we must...Oh blegh. I'm hungry. I'll go grab a bite to eat, while spazzy takes care of the Heart Pillar and Chapter 4 for me. Sounds good? Alright. See ya until Chapter 5! __________________ End of Chapter 3 \________________________________ Welcome one and all! Ladies and gentlemen! If there are any ladies reading this FAQ, please call me, cause I'll be very surprised. While Banjo is enjoying his feast, me, you, and our three heroes get to enjoy a magical quest through the Outer Reaches of...well...That's a surprise. Take out your Wiimote, load up the game, let's party. We're gonna have a fun time... Sweet! So you've got your fourth pure heart, huh? Beat that Francis-loser? Great job. I'll take it Banjo assisted you well. Cool. Well, Now it's my turn! I'm the favorite anyway right? Alright. So now that you have your pure heart. Head down to Merlon's house on the 2nd Floor, I'd recommend saving and stocking up on heal items. You might have run dry in Chapter 3 of healing items, so yeah. Visit the Inn too for full health. Alright, good job, now let's get that Heart Pillar! Straight into the action man! Flip outside Merlon's House and go through the gateway, then follow the 3-D path to the other side. Then when you cross, from the pipe, go left instead, jump over the gaps until you come to some pegs. Take out Thudley. If you flip to 3-D, you can see the far left peg is supposed to be down. Pound it with Thudley. Then, walk over to the next peg up, then pound that one, then you'll get the jingle and bam! The Heart Pillar is right there! Excellent job! Place the Pure Heart in the Heart Pillar, and we are good-to-go! Alright, Return Pipe back to the tower. Enter the new green door! __________________ Chapter 4 \________________________________ Welcome to the Outer Reaches of...Space of course! Watch the lovely stars form the breathtaking background of airless, sparkling, divine beauty! Wait...Airless?! OH GOD! Mario starts panicking. Tippi doesn't seem phased....She tries to help but..bleck. With her scream of terror, she warps us back just in the nick of time. Mario Wakes up no problem. So it's all good. We can't go in there without air...So we need something. We should consult Merlon. Take the elevator to the second floor, and enter Merlon's. (Banjo's note: I find it rather funny that Mario needs an air source here, yet in Chapter 7 of TTYD, he was fine...xD) Alright, so in Merlon's, Tippi tells Merlon about our little fumble in outer space, and Merlon's look goes completely INSANE LOOKING! I also noticed here there is a star point from Super Paper Mario's predecessor's in his chest, lol. Merlon fumbles around for something that'll help us out. Ohhh like a spell right? He can't find anything. Guess he lost his magic tome. But what he means is a fishbowl! And he sold it to some little kid! Time to retrieve it. So head up to the third floor of Flipside, the floor you land on if you jump off the tower. Talk to the little kid with the Fishbowl. He'll tell you his Fish, Captain Gills, Arr! is getting too big for the bowl. So he is telling us to release him. Then we can have the bowl! So head down one floor, then another, then another. Come to the body of water on the right. A menu pops up saying we can release the Captain here, do it. After you release him, free Space Helmet FTW! Alright, now that you have got the Space Helmet, head up to the tower, and enter the green door! ---------------------- Chapter 4-1: Into Outer Space "Space...Did you say SPACE?" ~ Shadow the Hedgehog (Sonic Heroes) Mario panics for air once again, but this time, put on your helmet! Whoo! Stylish! You can breath now and move freely in space! Great! Nothing special about the controls here, but except you can go up or down without jumping. If you listen closely here, you hear little beeps, you can see and SOS signal coming down from below, so follow it. When you come to the source of it, you'll see some little sparkles. Use Tippi on it, and you'll reveal a ship! Whoa! Talk to it and the spaceship shake and out pops a little green alien! Squeeeeeeeeeeeeeeeeeeeeuuuuuuurp. He's not a Pixl, but he's gonna help us. Somehow he knows we're searching for the Pure Heart, and he's gonna help us out. His name is Squirps! Nice to meet'cha! He will only respond to "Yes, Sir!" or "Gotcha!" so pick one. I personally like "Gotcha!" but it doesn't matter. We gotta give him energy until you feel the power! So hold A for a little while....use your best judgement on this. So after you charge for long enough, it's a SUCCESS!!!!!11 Alright! So Squirps spits out a void, magically and we enter. You're spat out in a brand new area. So now, moving with Squirps, it's even better! You're faster! And you can fire LASERS! Press 2 to fire a small blast, it's your only decent weapon, so use it against the oncoming enemies. Anywho, head right, what are those jellyfish things? They are Jelliens. Feh, just shoot 'em. They're the Goombas of space enemies. So pass them a bit. Now, before we continue, I have something to address. To provide maximum ease, I'll be referring these areas as "The Area with the _____ Constellation". If you notice in the background, there is a constellation of a Mushroom. I will be using these as guides, kthx. Head right some more, at these lighter gray asteroids, you can't pass through them, go around them, or flip to pass them. Some of them are deceptive, and hold treasures behind them, so tread carefully. So, keep in 3-D in this asteroid field. If you flip to 3-D at a certain large asteroid, there is a Foton Card! This is an enemy coming up in our space endeavor, so this will help. Oh cool! A save block! Save here! kk. After you save, enter the void to the right. Whoa! New enemies! These are Fotons. We picked up their card so they are easier just shoot 'em. Their attack is launching there small blue particles at you, no worries, you can shoot the oncoming particles as well. Head right some more. Soon you will come to two vortexes. It doesn't really matter which you take, but the top left one will take us quicker to our destination. This is the area with "The Flower Constellation" remember it. More Jelliens here. Kill them. Head right past the first vortex, and take out the Fotons. Enter the next vortex. When you emerge, flip to 3-D and look behind and upcoming meteor to obtain a Catch-Card SP! This is like a super duper catch card. This will have a much higher chance of catching any enemy. I save it for a certain one coming up. But before that meteor, whoa! New trippy enemies! These are Warpids. They warp through space itself and try to surprise you. They are kinda slow though. They are rather durable, so shoot them a couple times. Now that you have the Catch Card, head ALL THE WAY left. Past all the portals. Warp at the far left one. This is the area with the "Small Mushroom Constellation". This area is a mixed bag of Fotons, Jelliens and Warpids, the final battlefield for this area. Head right. When you see a strange little asteroid in the background with a pipe on it, and a vortex right next to it, flip to 3-D and behind the big asteroid is a vortex which takes you to the background. Enter the pipe, for a coin area! Make sure to flip in here for double the coins! Alright. Exit that little stop and enter the void, taking yourself back to the foreground. Head right some more, fighting off the enemies. Just some Jelliens and bam! Star Block! Sweet! ---------------------- Chapter 4-2: A Paper Emergency "YOU BUY IT!" ~ Blappy I like this level. Now we are on a miniscule planet in Outer Space. (Banjo: SUPER MARIO GALAXY!) Squirps says this is a shortcut to the Pure Heart! Buuut...Squirps forgot where it was...Ugh. But Squirps tells us it'll be alright. But HNNNNNNGH! SQUIRPS HAS TO GO! REAAAAAL BAD! OH GOD!!! Just...follow him So this is Planet Bobule? Interesting. As you'd imagine, the gravity is way decreased here. So go crazy with your jumping. If you jump into the first chasm, Squirps is standing here at a Porta-Potty. But it's occupied, and the musical guy in there needs some toilet paper. Looks like we gotta fetch him some. K, so jump out of the pit via the blocks and jump up to the high ledge. That's a Longator. These are one of my two favorite enemies in the game, they're just so cute and weird. <3. For the sake of it, cause these guys do appear later, I use my Catch Card SP on them. Alright. So whether you did or not, kill it or take its card, jump up onto the blocks in the air and hit the ? Blocks for a Mushroom. This pit has nothing but a locked door so continue right. If you fall in the large pit, flip to 3-D and use the stairs to get back up. Jump up and pass the weird statue. So the next large pit after the statue isn't as useless as the others. Fall down into it and Flip, WHOA! An Ultra Shroom Shake! This thing is the bomb! 50HP! Climb out of that pit and continue right, bomb the blocks concealing the door with Boomer. Enter. Save here please. On the high ledge from the save block, flip to 3-D and use Slim to fit through the small opening. God I hate these things. These is a Boing-Oing, and upgraded Sproing-Oing. This one is blue and purple. Kill it, then kill its hyper little spawns. In this arena with the Boing-Oings, in the ? block, there is a fast flower. Jump over the left cliff, and hit the ! Block to make a shortcut back to the door. Hop up the right to the annelid tree and door. In the door, there is a freaky little yellow guy that talks with his stomach. That's a Blobule, I'll guess. They inhabit this planet. This yellow one is useless so take a huge leap across the chasm pass the door. Oh no! But it's too far! Instead, at the door, flip and you'll see the narrow walkway to pass. Here are some Pal Pills! Take the high path, jumping onto the overhanging rock. If you jump up to the left. Jump on the blocks, and into the pipe for a mini-coin area. Exit the area. As I exited, this is where I encountered my first Choppa, these are rather hard to catch and kill cause they teleport around, you might have already seen one. They are those blue things with weird propellor arms that fly around and teleport. Kill them if you get the shot. Fall in the pit, and enter the door to the left. Good god what is that worm thing...It's a Hooligon. A creepy worm thing with multiple parts. You can take out the parts, but you can only kill it by doing substantial damage to its head. So in this area with them, finish them all off and jump onto the ledge with the annelid door. Enter. ...Another useless Blobule, leave this area the way you came. In the small pit to the right of the door you just exited, flip and walk through that hollowed out part. Jump up out of the pit and enter the Star Door to the right. In this area, the 4th ? Block in this row, has a Mega Star, so take a load off and crush some stuff. The enemies you crush in here and Beepboxers and Fuzzies. You can't tattle them while Mega but it might wear off where you have some to look at. Fuzzies can't leech your HP like in the previous Paper Mario games, so no worries...You don't have a Zap Tap Badge though..(Paper Mario Reference..) Leave this area to the right hand door on the ledge. Fall in the pit with the big, stone, jeweled stars, taking out the Beepboxers and the Ice Cherbil. Behind this pipe is some Space Food. Jump up from the pipe, into the annelid door. Huh, a Senior Citizen Blobule. This one is useful so talk to him. He's actually a Senior Explorer, his name is Blappy, he's 72 and he talks in very quivery text. The clue he is willing to give us it for the price of 1,000 Coins! YOU BUY IT! We can't even get 1,000 coins in this game, the maximum is 999, so reject it. How about 100 coins? He's shady...refuse..Ten coins? Alright, we can do that. Buy it. So you got a piece of paper with a fancy clue on it. Wait...Paper..are we forgetting something...? . . . OH YEAH! THE GUY IN THE PORTA-POTTY! So maybe you can navigate your way back without me, but this FAQ is meant to take you back. so exit the door with Blappy in it, and head left, way left. Jump past the stars and enter the door on the left. In the Mega Star area, head left some more, enter the door to the left of the ? Blocks. Head all the way left in this big area, coming to the door with the save block in the crevice. Save and enter the door. Jump across and kill the Longator, keep jumping left. Past the old rock man. Rock Man's Noggin...That's in the clue...Hmmm...Ah well. Head left some more. Head the way left until you come to the pit with Squirps, who's been holding it for a pretty good while, and the Porta Potty. Press up on the Porta Potty, and give the musical guy the clue...it is paper afterall. So his name is Fleep. He is very appreciative of the paper you gave him. FLEEP IS A PIXL! WHOA! RELIEF! He seems to be very spanish, musical, and bad at grammar. He does say words good. With his musical greeting, Fleep joins us! The reversible Pixl named Fleep joined your group! I love this guy! If you press one, he will turn into a box, if you press one again, he will "fleep" or flip that area, revealing stuff behind it. The areas this works is mostly noticeable by the white, gleaming cracks in the air. If you use the flip ability on enemies, it'll make them dizzy and give you a chance to hit. Squirps comes out completely relieved. He really needed that. He tells us now it's time to get to the Pure Heart, sweet! Head right. Remember Rock Man's Noggin? Yeah. Head right until you get there. When you arrive, notice the white crack above his head? Right. Use Flip, maneuver his box over the crack with the Control Pad, and press 1. It will flip the sky and bam! A key! Now where did we see a locked door? Ah yeah. Jump over the first pit to the left of Rock Man's noggin, Then fall in the next. Unlock the door and enter. Under this beautiful, colorful, glowing alien tree, rests our destination. The Star Block. Hit it and wonderful! Onto Chapter 4-3! ---------------------- Chapter 4-3: The Gates of Space "I want to be SQUUEEEEEEEEZED into there!" ~ Squirps So...we're back in outer space. It's a shame....as soon as I leave a level I love.....I appear in one I despise. There are so many GODDAMN WARP HOLES IN THIS LEVEL! This level makes me mad. So I'm giving you the easy version. Go for the extras I tell you at your own risk. Squirps says this place is The Space Bypass. From here we can enter The Whoa Zone. Tippi says Squirps is yanking our chain, but our alien pal is telling us the truth. It's a prohibited zone. It has been proclaimed to be the "Space Graveyward", squooooiks. It is one really complicated maze of trippy gravitational flipping. It's like the area where you experience a Paper Mario acid trip, in my opinion. But man...Squirps is hugry. Head right, these blocks can be broken with Squirps' blast, and in one of the block groupings, hides a Shooting Star, grab it. Head right some more and please don't touch the rotating platforms. Weave gingerly through these 1-HP depleting bars. The ? Block in the midst of these platforms and Jelliens, holds a Super Shroom, grab it, it should just about full heal you. Continue right, being a one man wrecking crew to these blocks. Continue right some more until you come to a Red X in space, use Fleep on it and whoa! A green obstruction appears with the shape of a little alien in it. It's a space gate! And that little indent seems perfectly shaped for Squirps!!! Squirps yearns to be SQUEEEEEEEEEZED into the hole. So walk up to it and SQUUUUISH him in. With Squirps presence in the hole, the space gate has been unlocked! Enter. Head right, and you'll come to a second Red X, fleep it and a new gate will appear, this time with two indents of Squirps in it. Two...? Ah well. This tiem Squirps has to be TWIIIISTED into this hole. Oh yeah, Twiiiiiist him in. Rumble ensues, but oh man...Squirps is having a hunger attack! We have to give him something yummy, the only thing that will tide him over is chocolate!! So we have to reconnoiter for some chocolate in the vast space. Head right and hit the save block to the right of the vortex, then enter it. Okay, here is where there are so many GODDAMN PATHS. I could just give you the condensed version, like in 2-3, but I've outlined all the treasures for you below. --- Treasures, 4-3 Catch Card SP: Located in some bricks in the upper left hand corner of this vortex maze. Vortex 1 (in the bottom left hand): Holds some coins in a swirl shape. Vortex 2 (Bottom Right): Leads to same area as dead center. Holds a save block. USELESS! DON'T GO HERE! Vortex 3 (Dead Center): Same as Vortex 2. USELESS! DON'T GO HERE! --- But as soon as you exit the one purple vortex in here (the one back to the gate with Squirps), you will likely be greeted by a Red Hooligon. It's actually an Eeligon. A buffed up and red relative of the Hooligon. Kill it the same way as the Hooligon. It just does more damage and is faster. Head to the far left hand corner and bomb the brick cube for the Catch Card SP, then head all the way to the right, heading in the Blue Vortex in the corner of two block columns. Head right through the blocks, and you come to Twinkle Mart! The 7-11, WaWa or general convienent store of The Space Bypass! Enter and you're their first customer! He should of thought about location more when he bought the store. Anyway, they have got three items. Sweet Choco Bar: Nuts AND nougat! Restores 5 HP and cures poison. 10 Coins Shroom Choco-Bar: A Shroom-flavored bar. Gives 15HP and cures poison. 50 Coins. Golden Choco-Bar: Luxurious chocolate! Restores 25HP and cures poison. 100 Coins. I usually buy a Sweet Choco-Bar for Squirps to advance, and a Golden Choco Bar for myself. Golden Choco-Bar helps in sticky situations, no matter the price, but make sure you at least get a Sweet Choco Bar. Buy it, exit and HAVE A TWINKLY DAY! Exit this area with the shop, and head to the center left of the vortex maze area, through the purple vortex, and head to Squirps, give him the chocolate bar. With him receiving the chocolate bar, Squirps is first unimpressed. But he eats it...TH-THIS IS...TOOOOOOOOOO GOOOOOOOOOOOOOOOOOOD! The chocolate is so damn good he splits into two! Opening the gate! Excellent! Enter! Head right past the Warpids and hit the star block. Fine, Job, Fine job! ---------------------- Chapter 4-4: The Mysterious Mr. L "SQUIRPS IS HERE!" ~ Squirps Welcome to the Whoa Zone! This area is rightfully dubbed, as the techno music, the trippy outline, and the transluscent black, green, and blue of the entire level is pretty insane. Now we're presented with a slight enigma. WHERE IS THE PURE HEART AND HOW ARE WE GONNA FIND IT IN THIS LABRYINTH? The good news is that Squirps knows. Alright! He'll just lead us to it...or leave us here...Ugh. Looks like we gotta fend for ourselves. Hit the save block directly right and enter the door. Kill the Tileoids R and Y in here, and advance through the path. In the first ? block there is a Happy Flower so grab it. In the next one by the door is a Mushroom. Climb up onto the top platform and flip, enter the new found door. Grab the slow flower and use Peach to glide across the large gap. Is that a door on the ceiling? Yeah. It is. Just a little foreshadowing as to what we are in for. Enter the door. WHAT IS THAT THING? It's annoying, that is what it is. It's a Barribad. You can flip and get inside its barrier, or I like to give him a taste of his own medicine. Use Barry to reflect his rings he shoots at you, they will pierce the barrier and hit the Barribad for 2 Damage. One hits from his rings and he is gone. In the chest here, get the dimensional Key, and head back to the room where you flipped to find the door to this area. Now enter the door on the lower level of this room. What is that..it's a Pigarithm. If you jump on it, it shrinks and changes to a different color, in its smaller state, it is much quicker, jump on it again, then again it shrinks, being very quick. When you finish that, lotsa coins come out, so I recommend jumping on it, then immediately falling onto the next form, then the next to be rewarded with a hefty coin load. Head right from the two and come to the wall. Flip and reveal that they are stairs. Climb and head left past the Pigarithm. Unlocking the door. ABRA CADABRA ALAKAZAM! You're on the ceiling. Cool huh? Head right, killing the Pigarithm, and enter the upside down door. HOLY! We're sideways! Take out Peach and head up, gliding across the sideways gap. Then walk some more up, then glide across the second gap until you reach the ceiling of this area, enter the door. I hate this room. This room has a whole bunch of Tileoids. I recommened using an item on all of them or something. Maybe that shooting star. It should take out a good amount of them. When you are directly above the upside down door, use Mario and flip, fall down by backing through the space between the staircase and the wall. Hit the arrow block. This reverses your polarity! You're on the ceiling! Head right and enter the upside down doorway. Glide across this gap to the right and head right, switch to Mario and flip, enter the revealed door. Head right and open the chest for the dimensional key! We'll be unlocking that door down there, but first we gotta get there at the right gravity. Head all the way left until you get to the room with the once populated with Tileoids room. Hit the arrow block and exit the way you first came in the room. Now in the sideways room, head down and enter the gap, enter the door in this. Now on the other side of this room, head down some more. Head all the way down until you reach the ground. Enter the sideways door close to the floor. Back in here! Flip to 3-D and enter the pipe you see for a coin area! Grab the coins, exit that area, and head right, unlocking the door. Hit this arrow block, hit the ceiling, head right and drop back down by the arrow block. Use Tippi to unveil a hidden door, blocking off the background pattern. In this very large room, head right, killing the Hooligons and hit the block with the circular arrow. Now on the left side of the room, head up, killing the Hooligons becomes more awkward here, but head up and hit the next arrow block. Head in this door. Not much in the room, just a save block and a locked door. If you're low on health, save here so you don't get transported back. Flip back to the ceiling and exit this room. Head back left on the ceiling and hit the arrow block, flipping yourself to the right side of this room. Head downward and enter the sideways door. Head down and enter the sideways door on the left side. Appear on the bottom of the room, first ? Block has a Super Shroom, the second one has a Zombie Shroom, so I won't recommend hitting it, and the third one another Super Shroom, so you should be fully healed, enter the door past these ? Blocks. Glide across this chasm, all the way left, then pick up the upside down chest and pick up the Dimensional Key. Awesome. This takes us to the Boss! Exit this room. In the large room, head down and hit the arrow block. Now on the floor, hit it again. Head up, hit the arrow block, now on the ceiling, enter the door to your right. Switch to the ground with the block, save, and unlock the door. Boss time. What lurks in this room...Squirps...and your worst nightmare...the sexiest boss battle of any videogame ever of all time.. In this large room, it's Squirps! We finally caught up! The Pure Heart is right ahead, BUT HALT! WHO IS THIS?! His text appears from the left, yet this man is a ninja, and punts Squirps off the screen from the right! JERK! WHO IS THIS MASKED MAN?! He looks so familiar, I swear i've seen those clothes, that green color before, that shape, that jumping prowess. Eh, I guess we haven't seen him before. But this man...is the hottest final boss in any videogame in history...Spazzy is in love with this man, it's the Green Thunder...he strikes a pose...and his name is MR. L! Fancy green background. ------------ BOSS: Mr. L As he punts Squirps off the screen, this masked man gets in our grill. I really swear I have seen this man before. Everything about him. The stache, the green, the height, the jump, everything. It's on the tip of my tongue but I can't quite get it. Remember the name, but he's going to give us a funeral procession in space! HP: 40 Attack: 3 (Super Jump Ascent is 6) Description: That's Mr. L. This new hire of Count Bleck's is a real mystery man...He uses his high jump as a weapon...And that powered-up super jump is quite...super...He has no other outstanding features of note (other than his sexiness.) And why does he remind me so much of Mario? That's Tippi's, let me give you my description. Spazzy's Description: The sexiest, hottest, most stylish, amazing, awesome, brilliant, creative, mysterious, mystical, notorious, beautiful, dazzling boss of any videogame ever. He jumps around just like Mario, trying to jump on you. You can block him with Barry, and the most effective way to take him out is with Bowser, but I think Mario is more fitting. If you damage him enough, he pulls out a Shroom Shake, which restores 10 of his HP, if you hit him though before he consumes it, he will not gain the HP. Just keep jumping on him and he'll fall down. Bet you can't do it though. ------------ After he falls, he will not go down so easily. Not just yet... ------------ BOSS: Mr. L, Phase 2; Brobot. After he is defeated, he summons Brobot, a giant robotic head that resembles himself. This robot is sexy too. Mr. L claims he will be the one to take us down. He mans Brobot's controls. Tearing off the background and leaving us in space. But we have Squirps! HP: 255 (That's a lot!) Attack: 4 Defense: 3 Defense against Fire: 6 (No Bowser here, kthx.) Tippi's Description: That's Brobot. This super robot is one of Mr. L's creations... It is loaded with different weapons that allow it to attack from any angle...Just try to avoid its attacks and use Squirps's beam when you get a chance. And try to grab a few choco bars that float by. Spazzy's Description: This giant, sleek, robotic Mr. L head is the freaking Rambo of all robots. He has so many weapons. His standard arnament includes lasers, missiles, bombs, and the ability to suck us up and spit us out for a lot of damage. It is too hard to explain the damage ratio for all his weapons, but eh. With Squirps, we are having a space to space projectile battle. (Banjo: YES, sideways SHMUP action!) You can fire Squirps's blast at him. And try to grab the choco bars that float by us in battle. These bars have different effects that will assist us. Basically, instead of waiting for an opening, Mash the blast button, dodging any other attacks he throws at us and he'll crumble eventually. This is a pretty epic battle, I think. Power Up (Red Choco Bar): Doubles your attack power. Speed Up (Yellow Choco Bar): Allows you to move quicker. Missile (Green Choco Bar): You now shoot missiles, extra damage with these. Barrier (Blue Choco Bar): This puts up a shield which protects you. Split (Purple Choco Bar): Allows you to shoot two blasts at a time. After this is all over, he explodes and we are sent back to our previous arena. We defeated Mr. L. But I can assure you, he'll be back. He jumps away majestically. (My hero <3.) I really wish I knew who he was, I guess we'll never know. ------------ Squirps returns, dazed, but he's back! Head right into the door. Squirps seems to be talking to his mom? Interesting. But..his mom is a golden statue. Squirps's mom was the queen of his homeland, Squirpia! She is Squirpina XIV (14th). Squirps is really the prince of the once great kingdom, now decimated, Squirpia. His true name is Squirp Korogaline Squirpina! A long long time ago, Squirps's mom told him that ruin, carnage, and destruction would come to their world. To avert this destruction, they needed the Pure Heart. So Squirpina XIV hid the Pure Heart in the Whoa Zone, where by the nickname "Space Graveyard", anyone would be too intimidated to get to it, and if they tried, they would surely die. 1,500 years ago, Squirp Korogaline Squirpina was put to sleep in a hibernation capsule. That's where we found him. Squirps's destiny was to guide the heroes, Mario, Peach, and Bowser, to the Pure Heart, to assist as a guardian to the world! Squirps has a message from his mommy, the queen, to deliver. "I bestow upon you the Pure Heart in the hope that you will save the world..." Squirps happily gives it to us! Fantastic! Our fifth Pure Heart! Pixl dance! We are on our way to saving the world! Bye Squirps..I'll miss you....:(...He fulfilled his duty..What a hero.. __________________ End of Chapter 4 \________________________________ WONDERFUL JOB GUYS! EXCELLENT! Back in Bleck's lair, Nastasia is introducing Mr. L to the gang. Blah blah blah. He leaves to go tend to Brobot. Apparently this green guy is the terminator of the man in red, by the power of the Chaos Heart. So it is written in the Dark Prognosticus, we'll just see about that. But until then, I had a lot of fun this chapter guys, I really hope I helped, it's my pleasure. Oh yeah, we're gonna have fun again, in another fun chapter soon. But now, Enjoy Banjo's work in our most hated Chapter 5! The land of the Cragnons! Try to have fun you guys! You too Banjo! Bye Guys!!!! <3333 ~~~ So as Mario and crew walk out of the door, Peach notices that Tippi has a brighter personality now. Merlon appears, but Tippi falls to the ground! Oh no! Merlon says that Tippi may not be able to sustain her Pixl form much longer... apparently Tippi was a human who turned into a Pixl. Interesting...The plot thickens? Who exactly Tippi is...no-one knows. Not even Tippi herself. Lol amnesia. At any rate, after the chatter, it's time to find the next Heart Pillar. The thing is...it's not in Flipside. How to get there? Well, head to 1F. Don't worry about Tippi, she'll join us after we find the Heart Pillar. So, in 1F, go all the way right to see a cracked wall. Blow it up with Boomer, then flip to head through the hole. Back here in this secret area of town, walk around until you see a glowing crack. "Fleep" it (thanks for the idea, Spazzy. Much easier to say than "use Fleep") to find a switch block. Hit it and the background behind you will disappear. Flip and follow the path to reach a weird building. Huh, looks like a church. And there are eight colored blocks here. Just hit each one once to light them all up, which will get rid of the glass window in the middle. Flip to get to the other side of the church, and head out the door on the other side. Welcome to Flopside! Once you get there, you should immediately notice a shack with a lock on it. This is of some importance later, but as of now, you can't do anything with it. Also back here is another Card Shop. This one seems to be more useful than the Card Shop in Flipside. Instead of buying Caught Card Bags and hope for a new one at random, you can actually buy any card you want here. A bit more pricey, but hey, it helps if you're a card collector. You can also buy Catch Card SPs here. Flip to the other end and you'll find Flopside's cooking house, of whom Dyllis is in. She'll cook anything that requires two ingredients. Also, if you enter the house to the right of Dyllis's and flip to find Cooking Disk Y on the table. Now, you can't head down to B1 just yet, so take the elevator to 2F. Pretty much the same stuff here. Inn, item shop, Nolrem's place...Nolrem? Oh, he's the opposite of Merlon. Talk to him. He says the Heart Pillar is just a floor up, so let's get there. But first...at the elevator to 3F, flip and you'll see the construction guy, Welderberg, again! He can build a pipe from here to Flipside 2F and back. Take him up on the offer, man! Just make sure you have 300 coins with ya. The inn here is a bit different from the Flipside one. This time, you choose a package you want to go with, at varying prices. Depending on what you'll pick, you'll get a different item surprise if you flip inside the inn after resting. Just for you, I'll list them. Mushroom: 10 coins Get a Dried Shroom. Flower: 20 coins Get a Peachy Peach. Star: 40 coins Get a Slimy Shroom. Alright, so head to 3F now. Head all the way right and you'll find the Heart Pillar. Excellent. I bet you want to just get Chapter 5 done, eh? Alright, just use the Return Pipe to return to Flipside's tower, and enter the next chapter! Flopside outskirts is available to us right now, but we can always go there later. __________________ Chapter 5 \________________________________ This is Chapter 5, land of the Cragnons. This prehistoric place features humanoid plants and all kinds of craziness. Yay...let's get this place started already... Can you notice the enthusiasm? >__> ---------------------- Chapter 5-1: Downtown of Crag Alright, so Mario appears way above the town. Er...huh? OH GOD! *fall* ....Yeah...Anyway...After scaring some Cragnons, they carry you off...to somewhere. So now we're talking to some elder. Apparently these... Floro Sapiens are causing harm to the Cragnons, and must be stopped. Aaand right now, some Floro Sapiens are kidnapping some Cragnons. Go stop them, brah! Exit, and woah! Some Floro Sapiens start attacking! They should be no problem. They throw their heads and still walk around if their heads are defeated. After defeating them, you'll see a group of Floro Sapiens carting off some Cragnons. Follow them! Along the way, you should see a stone TV showing an animation of someone circling a Yoshi-like rock. Remember that. You can't enter any of the houses here because they still think Floro Sapiens are around, so just head right, cross the bridge, and save at the save block. If you flip here, you should see a small hole...can't quite fit in there, but keep it in mind for later. Enter the star door. Follow the Floro Sapiens! There are some Stone Buzzys and Putrid Piranhas around here. Be careful of the Back Cursyas here too! Moon Clefts are around here too. Tons of enemies, wow! First, go right and enter the far pipe. Kill the Shlorps here with Boomer to reveal a chest. Open it for a Bowser (2) card! Exit. Continue left, hit the ? block for a Happy Flower, then climb. Descend to the little valley in between these hills, and flip to see a hidden chest. Open it for a Moon Cleft card. Climb back up and float to the other side with Peach. Now you're in a place with three blocks. You must hit them in the right order. Now, you're supposed to go back to Downtown of Crag and find a Cragnon willing to talk to you (has a ! above his head when you near him). He gives you the order. But to save backtracking for you, I'll tell you that you must hit the left block first, then the right one, then the middle. Doing that should make a pipe show up. Go down it. You should see the Floro Sapien group in the background. Keep following them! Up ahead...are some really big guys. They're called Muths and they have a LOT of HP. You know what I do? I just chase them down with Bowser's fire breath until the life is scorched out of them. You may occasionally get a Bone-In Cut item from them. It's a fairly good item that produces better results when cooked. After defeating them all (and gaining some sweet EXP), you'll find... another set of three blocks. The order to hit these in is rather complicated (and long) and you again have to head back to Downtown of Crag in order to find out the order, (if you do, you have to spell out "please" a lot of times in order to get the guy to tell you the order) but to save backtracking for you, here's the order. Note that left = L, middle = M, and right = R in this order. M R L L R M R L R R M R R L M M L L L R L L L M M ...Yeah. That's a lot. Once you got the order down, a pipe will appear. Go down it to appear in the background. Head right, as there's nothing of interest to the left, and you'll pass by the wall in the foreground. Enter the pipe when you get to the other side to re-enter the foreground. And wouldn't you know... there's the Star Block! Finish the level! ---------------------- Chapter 5-2: Pixls, Tablets, and Crag Continue right, fight off Pokeys (It's easy to use Carrie and jump on them), Squogs, and the like until you reach a watery area. Drop down in it and swim down until you fall out of the water. Wait...huh?! Wow...this is some trippy water then. Open the chest for a Water Tablet. It's important for later, don't worry. Jump back in the water, swim up, and head right to enter the star door. You should see the Floro Sapien group go down a pipe, which disappears into the ground, and a giant block covers it...Yeah. Looks like we can't break that block. Well, you have two choices here. Go left, or go right. Let's go left first. Kill the Clubba (Haven't seen those since Paper Mario 64...well, aside from Grubba in TTYD, but that's beside the point) and you should find a door suspended in the air, and some blocks that appear to be unbreakable...but they really are. Use Boomer to blow them up, and hit the switch to make some rocks get drawn into existance. Climb up them and enter the door. Kill the Pokeys here and you should notice a glowing crack. Fleep it to make a switch appear. Hit it to "draw in" more rock platforms. Climb them to see another stone TV. Same animation as in Downtown of Crag. Must be important. Continue right, kill the Rawbus' and Tech Cursya, then flip to find a bunch of ? blocks, and a path leading downwards. Get the stuff in the blocks, and head down the path. Once down there, you should see a black rock to the right. Fire it up with Bowser's fire breath to break it and reveal the Fire Tablet. Okay! Now exit this area. Head right until you get to some rock platforms with a pipe under them. Jump up a few, then float to the left with Peach. Head down the pipe to appear on top of a volcano in the background. Head inside it to find some symbols carved onto the wall. Remember the order of the symbols, this is for the Tablets we're collecting. Rock, Water, Fire is the order we need to look for. Flip while in here to find some coins hiding. Use the spring to get back up out of here. Before going back down the pipe, continue right to find an Ultra Shroom Shake. Now head back to the foreground. Continue right, and when you get to the first Cherbil, there should be two random blocks. Stand on them and jump up to reveal some hidden ? blocks with Mushrooms. Ignore the star door and continue right to see a Save Block, a stone TV showing us what we already did, (flame up the black stone) and a Mighty Tonic in front of a pipe. Flip to grab it. Now head back to the star door and enter it. Cross the gap here to see a stone TV showing us what we already did. (Go down some water to find the Water Tablet.) Keep going and...oh damn, O'Chunks again. He comes to start a fight, but Dimentio comes in. He helps O'Chunks by putting him in...Dimension D? Again? Hasn't he learned? Oh well, time to fight O'Chunks again. Nothing really changed much...just maybe upped Attack and HP. Once he's gone, both Dimentio and O'Chunks part, so continue right and flip to see...a Yoshi-shaped rock! This is what we've been seeing on the stone TVs. Circle it clockwise to reveal the Stone Tablet! Awesome! Now head back. If you're lucky, you may be able to find an Amazy Dayzee if you flip near the gap in this area. It's quite hard to catch, as it flips dimensions a lot, but it gives a whopping 3000 points when defeated and has a high chance of dropping a Golden Leaf, which is a...pretty crappy item, but is useful in recipes. Back in the junction area, remember those stone ledges you could climb in the middle? Well, keep climbing them up to the top by using "C" jumps, where you jump forward, then curve back to where you jumped. (Actually, it's much easier to flip and climb up.) Once at the top, jump in the middle to reveal a hidden ladder block. Climb up it. At the top, flip so you can see the three pedestals. Ah, here's where the Tablets come in. Remember the order of symbols chiseled inside the volcano? So...place the Stone Tablet in the left one, the Water Tablet in the middle, and the Fire Tablet in the right one. WOAH, earthquake! Wait, who's that? Ooooh a new Pixl! Let him know you're talking to him, and he'll ask you what your motto is. Go ahead, write any word that perfectly fits into 8 characters. Don't worry, I won't judge you... After you write it down, Cudge YELLS it out! Yeah...Now you have Cudge! The power of a hammer is now yours! Yay, now that you have Cudge, drop down just to the right, and you'll land by the giant yellow block you need to smash. Just press 1 with Cudge out, and out comes the pipe! Head inside. In this underground area is the Star Block goal, but don't touch it yet! Instead, stand on the ledge where the top of the ladder is, float across with Peach, and flip to find a treasure chest. Open it for a Stone Buzzy card. Now drop down and finish the level. ---------------------- Chapter 5-3: A Crag in the Dark Ugh...This is NOT my most favorite part of this chapter...and I already don't like the Chapter itself that much. But still...we have to trudge on. Go right, jump across the platforms and hit the ? block for a Super Shroom. Continue right to find Flint Cragley, a TV hero of the Cragnons. Well, after his little act, he tells you that his crew members wandered off somewhere, and one of them has a key we're looking for... and guess who has to find them? US. Ugh. Head down the pipe next to him to start the search. Climb down to see a locked door. That's our key out of this level, but we need to find the crew members first, so head right. Save at the save block and drop down. Take down the Spike Top by throwing a Buzzy Beetle at it or using Cudge. Around here, you should see a cracked floor. Blow it apart with Boomer to reveal a pipe. Head down it to find a coin area. Make sure to flip to get triple the amount. Exit when you're done and head right, going down the second pipe. Go right, and in between the space between unbreakable blocks, use Tippi to locate two hidden ? blocks. The top one contains a Mushroom. Keep going right, and hit one of the blocks for a Fast Flower. A little bit past that are quite a few blocks. One of the upper ones is a ladder block. Head up it to find a classic coin area while moving on a platform. Grab all the coins, and drop down at the three coins below. Backtrack to where the ladder block was and enter the door nearby. Ride the mine cart in 3D mode to reach a door. (Going in 2D just leads to a dead-end, where if you flip, you find a bunch of Floro Cragniens. Don't attack those, they take away points if you do defeat them.) In this next room, when you get to the gap, hover across with Peach. Going down just leads to some Floro Sapiens and Floro Cragniens. Follow the upper path around until you find one of the crew members. Talk to him and he'll return to Flint. We still need to find more crew members, so head back past the mine cart ride. Now, see the pipe beside you? Go down it. Inside, use Cudge on the miscolored part of the background (it's actually a disguised yellow block) and flip to go through the opening. Down the path is a chest with a Shroom Shake. Head back through the pipe and continue right. One of the blocks amid these pipes holds a Slow Flower. Keep going right, and at this next set of blocks after the short gap, is a multi-coin block (first one) and a Mushroom (last block). Keep going, spring over the wall or flip to walk through it, and use Cudge on the yellow block. Enter the door. Ride the long mine cart ride, and enter the door at the end. Inside, gently drop down to the bottom, instead of getting on the block platform. Go around the Floro Cragniens (the ? block holds a Zombie Shroom), and flip at the end to see an opening. Inside is a Spania card. Now head back to the block platform, and when you see an enclosure, hammer the blocks in front of you, instead of jumping up. Head through and jump across. Go up to find the other crew member! Finally. Talk to him to make him get back to Flint, then head back past the long cart ride. Go past the blocks, and head to the platform surrounded by two pits, and a giant rock that looks misplaced. Well, place Boomer at the rock to blow it up, revealing a door. Go through. Coin area! Again, flip to get the most out of it. Now backtrack ALL the way back to Flint. After his act and some talk, it turns out the key we were looking for...was in Flint's possession all along. ..... -_- Yeah...at any rate...follow Flint and his crew down the pipe again to the locked door, and use the key on the door. Ride the mine cart to the other end, head through the door, and in this room, take out the Floro Sapien, hammer the yellow block, and hit the ? block for a Mega Star. Hit one of the blocks to free it so you can grab it. Now go on a RAMPAGE! At the end is a yellow block, but nothing is behind it. Turns out we have to go back and find another yellow block. Hammer it to find a door. Enter it to find the Star Block! ---------------------- Chapter 5-4: The Menace of King Croacus After the antics of Flint Cragley is over with, head right. The first ? block contains just one coin. Keep going right (in other words, don't fall down the pit all the way) and defeat all the Floro Sapiens blocking the way. Enter the white door to see a Floro Cragnien get scanned and allow entry inside a door. But if we try to get scanned...we get kicked out. We need to find something to let us through, so head back to that pit. At the bottom is a tiny pipe...can't go down there yet, so head left. The blocks contain a coin, a Mushroom, and a Zombie Shroom. Take them, then go down the pipe. You'll see some Floro Cragniens getting out of another white door. Enter it after saving to find the Processing Center. There's a small passage to the left and a door that requires a card key to enter. So let's head back. Down here is a pipe spawning Floro Sapiens. Continue right, and before you jump up, flip to see a ladder going down a hole. Follow it down, and step on the giant red switch here while carrying a Floro Cragnon to reveal a pipe. Go down it. In here is a pipe to the left, and a door. Seems like a bit of a maze here. Go down the pipe. In here, take out the Spanias, then fleep where the skull drawing is to reveal a key. Now head through the door here. Woah, Heavy Cursyas here. Don't touch them, or else it will be hard to jump and maneuver! Going to the right door will get you to a Blomeba enemy. If you flip, you'll see a POW Block item behind the pipe. Grab it and go up the pipe. Woah, Spike Tops! Use the POW Block you just got to get rid of them and head through the door. Reversya Cursyas now! They'll reverse your controls if you touch them. Don't bother going down the pipe, it just takes you back to the Heavy Cursya room, so head through the next door. Ah, we're back at the start. Head up the pipe to exit this maze. Climb up and head right to find a locked door. Open it with the key to find a room with a lot of blocks! You can't cheat and flip to go through these ones either, so jump over them. Past them, you'll find a Cragnon and a Pixl with him. The Pixl appears rather calm and collected...Once all the hubbub is done, you'll gain yourself another Pixl! This time, it's Dottie, and she'll help you by shrinking you down to the size of a dust mite, allowing you to reach areas you couldn't before! So, to exit, just shrink, and enter that tiny little red door. Man...this is one cool Pixl. Not one of my favorite chapters, but boy do we get some useful Pixls! Head left, and jump up to the pipe from the Save Block. Enter the small pipe nearby with Dottie. WOAH, so many ? Blocks! ...400 ? Blo--nah. Just...get the treasures inside them. Head back to the Processing Center, and go through the small passage to find the Card Key. Now go back and insert that card so you can go through. Inside, hit the ? Block for a Super Shroom, then head left to go down the pipe. Inside here, be careful...Use Thudley on the giant switch to release the Floro Cragniens. Jump across the blocks to the left to see a chest with a Floro Cragnien card. Jump right along the blocks to the pipe, and you'll see...Dimentio! ...And O'Chunks? We have to fight this idiot AGAIN? ...What? A...sprout formed on O'Chunks' head? ...He's being mind-controlled now!? Wow. In any case...it's the same fight as before, except he has more HP and Attack power, and a new spinning attack. He's still weak to being thrown, but he's a lot quicker now. After he's defeated, the sprout will fall from his head, he will flee. Hm...the sprout can be collected. I think we can use this! Since the sprout is almost dead, Mario won't be mind-controlled. So, now that Mario has this on, head right through the pipe. Ooh, Dimentio! He surmises that he should prepare himself if we bested the new O'Chunks that easily. Well yeah, he should! So, drop down to the white door, enter it, enter the next one, save, then climb up to the pipe. Enter it, climb up a bit, go right, and enter the white door. Enter the scanner, and you should be able to pass since you have the Floro Sprout on. You can take it off by selecting it from Important Items in the sub-menu now, if you want. In this next room is a fancy hall with paintings of the past floral rulers. It could be a bit interesting to read about each King, but the real thing we need to do is to bomb the cracked floor by each painting. The first painting has a black background. Blow up the floor by it by flipping to 3D and drop down to see a colored switch block. Down here is a Floro Cragnien and a ? Block containing an Ultra Shroom. The boss must be near, then. Climb up and hit the colored block with Thoreau until it turns black, then climb back up. The next painting has a white background. Flip, bomb the floor by the painting, and drop down. Hit the colored block here until it turns white, then climb back up. The next painting has a blue background. Bomb the floor by it, fall down, hit the colored block 'til it tu--O_o. It's already blue? ...K' then, climb back up. The next painting has a red background. Bomb the uncracked floor by it, fall down, hit the colored block until it turns red, and the way forward will be unlocked! Oh yeah, be sure to save down here before you continue. Woah, King Croacus...looks like a chick? He talks like one too...Oh God. And he has a Pure Heart! King Croacus decides to fight us...this is gonna be one weird fight... ------------ BOSS: King Croacus King Croacus is ready to put the hurt on! ...Really? Just avoid his hits, and grab his heads so you can throw them at the main head. You can actually take a bit of damage here if you're not careful, so you may need to use some healing items. You can also grab the King's main head and jump at the other heads to damage him, once he opens up. After some hits, the main head starts floating around and fires razor-sharp blades at you. To damage him here, grab the blades and throw them at him when he opens up. The boss has about 50 HP, so put the hurt on him! ------------ Yay! He's wilting! Awesome, we saved the Cragnons and...wait, what? Huh? The Floro Sapiens had a cause for all this? So...the Cragnons kept polluting the land? ...I see. Well, after some misunderstanding, the Pure Heart is finally yours! YES. Well, I guess you could say, that after Flint Cragley premieres his latest show teaching not to pollute, we really did the right thing anyway. __________________ End of Chapter 5 \________________________________ Back at Bleck's Castle, Nastasia and O'Chunks talk. Or rather, O'Chunks is being made to sing about Count Bleck as punishment. Mimi comes in all mad because of the ruckus. Mr. L then comes barging in. They're ready to go, but Nastasia says that Count Bleck gave orders to stay put. Then she leaves. Sly old Dimentio then appears. He subtly gives hints that they should all go and perform a sneak attack on Mario...that defeating the hero would please the Count greatly, but they MUST follow orders! Mr. L and Mimi take the hint and leave to pounce on the hero. Dimentio then leaves. Mario and crew are back at Flipside tower. Tippi is awakened from a trance... perhaps she was recalling a bit of her past? Oh great! The Void is growing ever larger! Let's find the next Heart Pillar quickly! Also, if you want to, you can take on the Flipside Pit of 100 Trials. You should be at a high enough level to tackle it. Refer to the Sidequests section for details on the Pit. Once you head back to Flipside 2F, you'll talk to Merlon a bit. Time to find the next Heart Pillar! Let's head to Flopside to start off. Piccolo is available at this point, but is completely optional. It will make a boss in Chapter 7 easier though...perhaps you'll wait until then. But at any rate, at Flopside 2F, flip in front of Nolrem's place, head through the gate, then head right to see a pipe. Use Tippi to reveal the platform under it, and take the pipe. When you emerge, you'll see a familiar sight: jump on the ledge to the right, use Tippi to reveal a block, jump up, use Tippi again, jump, repeat until you reach the top. Open the chest for Cooking Disk W. Drop down, go back down the pipe. Flip and head to the Outskirts. Find the yellow block and hammer it to reveal a pipe. Go down it. In this next area, head right until you find a sign. Flip and take the path further out. Squeeze under the blocks with Dottie. Hit the yellow block with Cudge to reveal a large red switch. Press it down to find the Heart Pillar! Insert it there! Now Chapter 6 is available! Nolrem quotes a passage from the Light Prognosticus, saying that there will come a time when the heroes will endure fighting 100 warriors, and if the heroes fail, all worlds will cease to exist, the chaos world will grow, and the heroes will end up in the place where all games end...Sounds serious. Also, let's go back to Chapter 5. Remember that small hole at the beginning I told you about? Let's go there and see what's behind. Once you enter the area, head right to the star door, flip, shrink with Dottie, and head through the hole in the wall. You'll see a hidden area with two pipes, a river, and a chest. Go down the pipe to find a coin area! Flip to get the coins, then head out the next pipe. You'll emerge on the other side of that river, with a Whacka creature! What a cute little thing...WHACK IT. You'll get a tasty Whacka Bump from him. Don't hit him too many times, or else he'll die. Now, flip here and open the chest for Cooking Disk G. Now, we must hurry! Use the Return Pipe to get back to Flipside tower and enter the door to Chapter 6! Take it, spazzy! ~~~ Welcome, one and all! So I'm the precursor to salvation of the Super Mario World, huh? Why couldn't you at least help me out with this Banjo? Ah well. Welcome to Chapter 6. Me and Banjo actually really like this chapter, so I'm probably going to have a positive attitude throughout. I have to applaud Banjo for being very positive about doing Chapter 5 when I pestered him so much. You know it's out of love Banjo <3. But here we go, get ready for a wild ride, cause we are going to SAVE THE WORLD! Well, Let's see, Banjo covered both the Heart Pillar and the Piccolo sidequest, as I had encountered a road block in doing them myself, and it was very nice of him to do them. So, not much of an interlude. If you have just put in the Heart Pillar, Warp back to Flipside via the Return Pipe. I don't usually head directly into the door. I would recommend stocking up on Heal Items and visiting the Inn. So go to the floor with Merlon's Place, head in the Inn to the right and heal. Then head to the left and buy some Healing Items like Shroom Shakes or Long Last Shakes, unless you feel like you have enough. But I advise a lot of them. After all that, please, LET'S GET RIGHT INTO THE ACTION AND SAVE THE WORLD! Head on up to Flipside Tower, head right until you reach the dark blue door... And enter..Let our Chapter Six Journey Begin... __________________ Chapter 6 \________________________________ Welcome to the land of the Sammer Guys, Sammer's Kingdom! Watch as this exotic, japanese enviroment is drawn by this invisible hand! I like the music here too. ---------------------- Chapter 6-1: Sammer Guy Showdown "OH, SPLENDID!" ~ King Sammer WHAT IS THAT? Tippi points out the void is GIGANTIC here. It is WAY bigger than the void in Flipside. This dimension must be on the verge of oblivion.. We gotta act fast..I personally like the combo of Bowser and Carrie here. When you reach the door across the bridge, enter it. There are many rooms in this Kingdom, so we'll start at 001 at the room you enter. -Room 001- Some guy yells "I YIELD!" and runs past you in defeat. But what defeated him? He's shamed. That guy defeated him! The green dude with the striped stick! He's wondering where the Hero is...Well..I'll give you a fistfull of Hero, Boy! You're automatically taken to his shrine. If you're Bowser, he kinda trash talks to him and it's funny. This guy is known as Jade Blooper, the Guardian of the 1st Gate of Sammer Kingdom. HAAAACHAWW. Some weird ROUND ONE thing appears. Now it feels like we're playing Mortal Kombat, Street Fighter, or Soul Calibur doesn't it? Ahh well, Jade Blooper is a Sammer Guy. Servants of King Sammer. These guys have a lot of honor and much Martial Arts skills. These guys vary a lot though. From low to high HP. From spikes on their heads, from spiked clubs, to swords, to paddles. Their facial hair also changes. Some are big and round and may roll. While others are as small as an ant but incredibly quick and hyper. But when the Round One appears, just blow fire on him and he should go down if he backs away, jump on him or keep chasing him down with Fire. Jade Blooper for me had 30 HP, but it was easy cause Fire has ten. They will back away from fire, but you can chase them down or pounce on them. When he's defeated, he bows to you, he compliments you on your skills, as well. We can pass to the next gate. Next gate? OH SPLENDID! Who's the guy with the crown for a head and why does he make fun of what we are wearing? Bowser trash talks to HIM some more, and ooh boy you don't want to trash talk with him xD. INSOLENCE! This man is King Sammer! The ruler of the Sammer Guys! Our trophy is the Pure Heart! It is the pride of their Kingdom! To win it, we must defeat all his vassals in a tournament. What vassals? THOSE VASSALS! A HUNDRED SAMMER GUYS! ALL WITH HACHAWS! HAIL SAMMERS! AND 100 STRONG! Look at them...They're small...red, silver, blue, gray, small, huge, spikey..man. Is that a gold and silver one in the top right...? Oh my. If we beat them all, we get the Pure Heart! Hmph! Well alright! As they flood out the room, it is time to advance. Head right and enter the door. -Room 002- Head onto the shrine in this room. This guy is Hill with Eyes, keeper of the second gate. Nothing special about him, when you fight him, general strategy, fire, jump, whatever, just beat him down. This guy had 20 HP for me. He watches us...sees us..and laughs at us..Well, we laugh at him this time. After it is over, exit this room to the right. -Room 003- This guy is blue, and has a mustache! Cool! He is Puffing Fist, yadda yadda yadda beat him down. He only had 10 HP for me. We dealt the pwaaaaaaaaanging there. Head right and exit this room. -Room 004- This one has a spikey mace! SQUATTING BIRDO IS GONNA MURDER US! Nah, not really. Take him down. This is where I encountered my first Ninjoe. Those little blue and purple things that pop out of nowhere and throw ninja stars at you, you can take them out, but when you beat the Sammer Guy, they dissapear, so meh. Exit this room to the right. -Room 005- This guy has a sword, a spikey head, and a stache. He is Leeping Cheep. You can jump on him, but only if you are riding on Carrie, but you can always breath fire on him. He's finished. Only had 10 HP for me. Yeah..next room. -Room 006- This guy is uhm...Master...Wiggler? Yeah, Master Wiggler. No explanation here.. please just beat him and go to the next room... -Room 007- This one has a spiked mace and a silly hairs of a stache. He is Shoe of Kuribo. Just beat him. We STOMPOWED, him. Next room. -Room 008- This guy is blue with a sword. HE IS GUY WHO FRY, MASTER OF THE DRIPPING MAGMA PUNCH! This guy is probably one of Spazzy's favorite Sammer Guys. He's gonna torch us? We're the ones with fire, burn him and give him a taste of his own medicine. The only thing is HE JUMPS! And there is a Ninjoe! Run away and trick him into your flame breath. Next room after you beat him. -Room 009- Spikey mace guy here. YEEEEEEEEEEEEEEEEEEEEEEEEZK. THIIIIISSS GUYYYY IS SCREEAAAAAMING MANTiSSSSS, at Gate 9. He's pretty easy. Take him down. Next room. -Room 010- We're 1/10 there! Head up to the altar and HOLY. HE'S BIGGER THAN BOWSER. This is our first large Sammer Guy. These guys do a lot more damage, they have more defense and HP. These guys even roll at you for damage. But these guys are slow. He's Koopa in Winter, so warm him up with Fire Breath. Head right to the next room. -Room 011- This guy is a money lunatic. He is Footsteps of Coins. CHA-CHING! Nothing special about him. A spikey, some facial hair, a sword. Meh. This guy also jumps since he is blue. Ugh. The jumping ones. Next room, please. -Room 012- This guy is Urchin Lung. He busts our bubble and reveals that there are 88 more of them. Oh dear. Just beat him, I trust you know what to do. -Room 013- Whoa, next guy is red and silver. He is Crow Who Eats, he has a jagged stache and a blue sword. Cool. Red and Silver guys like this usually fire beams, but this guy didn't for me. Eh, he must be a new recruit. He if does fire beams, or any of these guys. You can block it with Peach's Umbrella, or jump over them. Next room after you best him. KA KAW! -Room 014- Hewwo! Thish guy ish Swollen Tongue, or Shwollen Tung. He ish da goordian oph da foorteenth gate. Flear him! We shall not gas! Or gwass! Graah! Pass! Lettuce fight Shwollen Tung! Exit to the right. -Room 015- Blue guy here, he is Slipping Grip. Watch out for his jumping. He graduated with Honors from Sweaty Palm Martial Arts Academy. Nothing too special. Beat him and move on. -Room 016- Next guy is Slipping Grip's bro, Clammy Hand....Just...beat him..please.. -Room 017- The next guy in this room if Forbidden Slap. He is the last brother of Slipping Grip and Clammy Hand. He was expelled from that school for learning the Forbidden Slap from Dark Tomes. Let's have him pay for his crime. Take him down! After you beat him, the two other brothers come in. They return to the Sweaty Palm Academy. Cotinue to the next room. -Room 018- Okay, me and Banjo LOVE THIS GUY. HE IS HAIRY ARANTULA AND HE'S GONNA BITE YOUR EARLOBE OUT OF THE GRASS! RARGH! So this is your first small guy? HOlY CRAP HE IS FAST. What I recommend is luring him in and jumping on him, he's way to fast to breath fire on, but he has low HP so one jump will do it. YOUR EARLOBE IS LIKE IRON! HE SKITTERS AWAY! Let's take Iron Earlobe to the next room. -Room 019- This blue guy with the stache and the mace is stupid. He has a dumb name. Another Castle? Give me a break. Just beat him and to the next room. (Banjo: Turns out our Pure Heart isn't in Another Castle...) -Room 020- Whoa, another big blue guy. Yeah, y'know, he rolls and stuff, he's slow, just take him down. There was a Ninjoe in here too, so yeah. Rolling Thwomp has been Thwomped. But what's that rumble? .... THE VOID HAS GROWN! HURRY!...What...Who dares stop the three heroes? IT'S BLECK! ...He seems to have troubles...He's going to snuff out all worlds...because nothing matters to him. Nothing except...Timpani. Poor guy..The world is dying by Count Bleck's hands! Slowly withering into nothingness! We have to hurry! The world is going to die soon! RUN! JUST RUN TO KING SAMMER! HEAD RIGHT ON CARRIE AND RUN THROUGH ALL THE DOORS! Red guy with spikes in the next room, and there are some various rumbles so hurry! All the Sammer Guys are on their knees, weakened, not going to fight. So just pass them and head right some more! QUICK! Whoa, in one of these rooms..there is a white and gold guy with a blue sword...kinda cool..just head right some more. STAR BLOCK! HIT IT! ---------------------- Chapter 6-2: The End of a World The title sounds ominous doesn't it? The background has become kinda pink and green. There's Sammer, maybe he'll give us the Pure Heart so we can avert this crisis. Hm, he seems very giggly at this kind of time. Oh well, the pure heart sits at the alter! Open the chest and..nothing? IT'S A BOMB! WHAT? HE PLANNED THIS? HOLY GOD...IT'S NOT SAMMER! IT'S MIMIKINS!...I mean Mimi! She's gonna fight..oh dear..here we go again.. ------------ MINI-BOSS: Mimi HP: 25 Attack: 2 Tippi Tattle: That's Mimi, Count Bleck's shape-shifting minion. She has many creative Rubee attacks. But it's easy to guard against them with Peach's parasol...Then wait for an opening! Remember, you can use Thoreau to toss her precious Rubees back at her. Take out Thoreau here and Peach. First thing in the battle she floats into the air and gets a shield of Rubees around her. She also flips dimensions occasionally, but she flips right back. With the Rubees that she launches at you. You can block them by crouching with Peach. Keep tossing them, soon, her shield will start spinning. When it starts spinning, she lunges at you with her shield, you can block that by crouching with Peach, just keep throwing Rubees at her and she's done. ------------ Oh god..it was a distraction...the void is huge now...We have to MOVE! Keep heading right throughout the Sammer Guys. Tremors are more frequent now. When you reach a metallic gray and red guy with his mouth gaping. Hahaha..It can't be stopped..we're doomed. FLASH FLASH! OH GOD!!!! THE WORLD HAS BEEN DEVOURED! ALL LIFE...GONE IN THIS DIMENSION! ...You're not quite dead though...You're laying, K.O'd in Flipside, welcome back. Mario comes to first, then the others. What could lay behind that door..now? You can enter, not quite yet. You should probably heal, y'know? Head to the Inn and heal, then jump back into the blue door. ---------------------- Chapter 6-1....? WHAT? White..space...there's..nothing left. All life..everything in this dimension..has been eliminated. Now..there's nothing at all. Oh my..Tippi can just barely feel the Pure Heart..We have to look. Hop on Carrie and zoom right. Look..colorless debris, jump over it. Keep heading right for...a very long time. Soon you'll come to...a stone heart. Could it be..? It is! It's the pure heart! It survived the destrution of this world. We get a mischiveous chuckle..and who is it? Mr. L OF COURSE! He snags the Pure Heart. God, he's beautiful. And we have to fight him to get it back. I still wish I knew who he was..geeze...it's mind boggling. ------------ BOSS: Mr. L (Part 3): Brobot L-Type HP: 64 Attack: 5 Defense: 4 Defense against fire: 8 (No Bowser again) Tippi Tattle: That's Brobot L-Type. Mr. L pulled out all the stops to make this one. Most of its moves are the same, but it can now use its hands or tackle you. He seems to be weak to explosions, so try using Boomer on his feet. You remember that after setting a bomb, you can press 1 again to set it off, right? You're probably wondering. What is Mr. L doing as the final boss of this chapter? Well..Remember, I said this chapter was a little bit wacked out. Cause of this destruction of course. But technically, you could say this is 6-3, even though it is labled 6-1. And in 6-4..there's not really a boss... But Mr. L launches Brobot who pops out of the background. This Brobot has hands, and feet! He's a ground guy now! Mr. L hops in the cockpit and it's time to battle. Have at you! Now, take out Boomer and Peach. Brobot L-Type hops around on the ground, and first fires his fists at you. What I said take out Boomer for, is that to damage him, you can lay Boomer at his feet. Soon, Brobot L-Type will pull his feet back, float into the air, and ground pound you for huge damage! Dodge it though, it's slow. He also, opens his mouth and pulls you in with air and chews you, then spits you out for 4 damage so watch out. He will also launch his stache at you, where it spins very fast and slices at you, you can block it by crouching with Peach, or just jump over it. Strategy: There isn't much of one. Keep bombing his feet with Boomer and dodging his attacks. If you're quick with Boomer, you can keep him from attacking. After 8 Boomers, he blows up and Mr. L falls down, dropping the Pure Heart. ------------ Why? Why can't he win?! Tippi calls him weak, and that PISSES HIM OFF. He jumps away. (What a sexy beast <3.) He leaves the Pure Heart, pick it up. You...uhm..kinda got a Pure Heart. We're gonna show it to Merlon though. ---------------------- End..of chapter...? Not quite.. Mr. L is panting somewhere else in this empty space, and look who appears... Dimentio! But..Dimentio atacks Mr. L! Dimentio turns Mr. L's words, and says he can't go back to the Count now. So he should get lost..I don't think Mr. L meant like that! Time for Mr. L's final bow..Dimentio captures Mr. L in a glowing box..and...kablam..Mr. L has been murdered by Dimentio! NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! The Count is blabbing with Nastasia about Mr. L and Mimi, and how they both got beaten. Nastasia leaves and Count is talking to himself about Timpani. He warps away. Well well well, back in Flipside. Head to Merlon's on the second floor, via the elevator on the left of the Tower. We show the Pure Heart to Merlon in Merlon's place. What? DIMENTIO!! AGAIN!?! I'LL KILL YOU FOR DESTROYING MR. L! ..We're in the box!!!! OH GOD!!!! HOLY!! ...NO!! HE KILLED US! DIMENTIO, LITERALLY KILLED US! And we're going straight to Hell. The Underwhere to be exact. Okay, this is precisely Chapter 6-4, and it's just Mario versus the elements, no Pixls, no Peach or Bowser. Just your bare, plumber hands and the ability to go to the 3rd Dimension! First thing, some guy says Hi to us. It's some weird, blocky ghost. We're new to this place apparently..We're in The Undewhere. Basically, this is where all the condemned souls go to suffer for the afterlife. So basically, this is Paper Mario Hell. I mean, there is even a River Styx! This is also apparently where people go when their Games are Over, when they run out of lives! NO 1-UPS!!!!! This place is also called..World -1. We have to hear from Queen Jaydes herself. So just head right, if you jump in the orange fountain, your health is increased to full! Sweet! Save at the door to your right and enter. First thing when you go right, you hear someone humming. It's some girl, wondering if she'll meet her special someone today. In this place? Yeah right Toots. Damn, girl's got an attitude. Anyway, flip to 3-D past the pipe with the girl on, and continue heading right, on the path on the right. There are Dry Bones here, so watch out, you can jump on them to break them, but not quite kill them. Anyway, keep jumping across these pits in 3-D. Watch out for the Ember's coming out of the pits. So after you pass the first pipe after the girl, flip, and jump over the spikes and start taking the left path. When you make it to the door, flip and hit the Dimensional Arrow Block in front of the pipe. Jump on it in 2-D and grab the Super Shroom Shake, enter the door to the left. Whoa, a river guy. This is the River Twygz. Haha, that's funny. I'll explain it. In a book of Dante, The Divine Comedy. There is a guy who ventures through Christianity's Heaven and Hell. In the fourth level of Hell, there is a river by the name of Styx. Get it? Styx= Sticks, Twygz= Twigs? HAHAHA THAT'S FUNNY. Anyway, you can pay the river guy to transport you across it, or you can swim. Pay him and ferry across it. Enter the door to the right. Hm, a shrine. Pass the various Butlers and people, and come to the crazy lady with the hat. THAT's Queen Jaydes. Speak to her. Before she weighs your sins, you show her the Pure Heart. Her Cell-Phone rings? Someone named Grams is calling her. LUVBI IS MISSING?! OH GOD NO! The person who called her was The King of The Overthere, Grambi. The Overthere is the Heaven of Paper Mario. We gotta find someone named Luvbi, a Nimbi from The Overthere. She gives us a Key, and we give her the Pure Heart to examine. She claims she heard a rumor some fellow in green fell into the River Twygz. Hm, who could that be? We should check it out. Anyway, exit this room to the left. Now at the River, Jump in and dive all the way to the bottom, avoiding the hands. At the bottom, some Spooky music plays, if you reconnoiter the bottom of the River, you can see there is a hole in it in 3-D, fall through the hole in the 3rd Dimenison. At the bottom, there is a locked, skeletal door. Open it with the key you got, and enter. Hm? Now it seems we're in the sewers. Swim right, then avoid the hand and swim up. Push the block into the pit. Then hit the switch, which lowers the water level. Then jump on the block, jump on the pipe, and jump out to the right. Then jump up and hit the bricks, then jump back into the pit, raise the water level by the switch, and swim up through the revealed path that was blocked by the bricks. When you come to a dead end in this path, what do you always do? Flip of course, and reveal a path branching to the right, swim down that path. In this area, swim over the pit, then right a bit, when you see a block just at the edge of an alcove, flip to 3-D, then go behind it and push it down. Then, flip back to 2-D, swim down, and lower the water level by the lever to the right. Now fall back in the large pit to the left we swam over, hit the brick block to reveal a ladder, then flip to 3-D in the pit. Head down the newly found path. Enter the pipe in this area. Hey! A coin area! Anyway, collect the coins, and exit the pipe. Enter the skeletal door to your right. Whoa, we're on a big ledge. Fall down, more orange fountains here, but these act as platforms, not healing, aww. Jump across the floating platforms and OMG! Someone is here! Unnngh..IT'S LUIGI!!! WHOA! He's cowering behind a rock, spooked by this hellish enviroment. And the Mr. L music is playing..Mario walks over to him and greets him. WAAH! You surprised Luigi! It's your Bro Luigi! And he remembers you! Awww..We missed you too Luigi :). Mario explains The Underwhere to Luigi. He also explains that we're looking for someone named Luvbi. LUIGI JOINS YOU! ALRIGHT! THE OVERSHADOWED, EXOTIC, TALENTED, BEAUTIFUL, GREEN, YOUNGER, FUNNIER, COOLER, BETTER BROTHER OF MARIO, LUIGI, JOINS YOUR PARTY! Spazzy's best character in Super Smash Bros. Brawl is Luigi, and Banjo claims for him to be "Really good with Luigi." But Banjo and I love Luigi both! Luigi is basically a better Mario, sans the ability to flip to 3-D. Luigi jumps higher, has lower traction, and has the Super Extreme Jump. The most damaging move in this game. To perform the Super Extreme Jump, hold down on the D-Pad, and Luigi will crumple up, then release, high into the air, doing massive damage to all he hits on his way up, and down. If he hits a ceiling, he will be smooshed and float gracefully back to the ground. Luigi is your final piece to the puzzle of saving the universe! Bleck will rue the day he messed with the True Man in Green. Oh yeah, he was also Mr. L. That's who he was. Yeah. PLOT TWIST! This looks like a job for Luigi! (Banjo: Flip here to find a Long-Last Shake.) Now that you have the Green Thunder, pass the fountains, and on the high ledge where that door was that we came to this area. Super Extreme Jump up to it, and enter the door. In this area, switch to Mario and flip, walk through the path in 3-D, back to the large pit, switch to Luigi, and Super Extreme jump onto the pipe, then jump up to the left. Here, switch to Mario and flip, walking through this path as well. Here as well, switch to Luigi and Super Extreme jump onto that higher ledge, you may hit the ceiling but just float onto the edge, head all the way left to the skeletal door, and exit the sewer area. Back in the River Styx, swim up to the surface, and to the left of the river. Head into the Star Door on your left. Instead of flipping to 3-D to pass these pipes, you can Super Extreme jump over them. Continue left with Luigi. Now, if you head all the way left to the Star Door, where we first saw Luvbi, Super Extreme Jump up on the high pipes to the left, then you'll see an overhanging canopy you can jump on. Use Luigi and jump onto it. There are some Frost Pirahnas in the pipes on this canopy. You can kill them with Luigi by Super Extreme Jumping into them on your ascent. Keep heading right, over the pipes, past the Poison Cherbil. Head all the way to the right, in a high ? block there is a Happy Flower, head in the star door on the far right. Hey, I heard Luvbi's humming. Anyway, keep going right in this area. Holy, Frost Pirahnas Galore. Kill them and hey! There's Luvbi! She's wanting her Prince, but she gets Luigi! Anyway, tell that little girl her name, it's Luvbi. She is STUNNED that you got it right. In a hissy fit, she flies home to her mother, Queen Jaydes. Exit this area where you found Luvbi. If you head left from the Star Door, the first pipe you come to, you can enter, which takes you to the background. Head left in it, and enter the other pipe, which takes you to another area of the background. Then head right in the background, and enter the pipe. In this room, there is a Gigabite. A buffed up Megabite which is also silver. It only takes 1 Point of Damage per hit, even from your Super Extreme Jump. But it only has 6HP, so hit it six times and you'll get a whole lot of coins, and a chest, which contains a Peach (3) card. Exit this room, exit through all the pipes you came in at the background, and appear in the foreground of the upper canopy pipe. Head all the way left to the first level, then all the way right, past the River Twygz, and back to Queen Jaydes. Luvbi calls us out, that we aren't princes. But Jaydes snaps at her. Yeah Mama! She forcefully apololgizes to us. AND JAYDES GIVES US THE PURE HEART! EXCELLENT! Take good care of it. And if you tell her to, she returns us to Flipside via a flashy star doorway! Awesome job, guys! You return to Merlon's and you tell the story of what happened to you. Anyway, you exit in search of the Heart Pillar...Well guys...You did it. You beat Chapter 6, from Sammer Guys, to Mimi, to Mr. L, to Hell itself, got your fourth hero...and maybe you still have a chance to save the world! My job here is done, fine job guys. But now..It's Banjo's turn again. Banjo! Lead these players to victory in Chapter Seven! See ya guys in Chapter 8!!! Bye! __________________ End of Chapter 6 \________________________________ Alright, that was one weird chapter, wasn't it? So now we're all back safe and so--wait. Damn! We forgot Peach and Bowser! We gotta go get them back, and soon! Let's find the next Heart Pillar and also take care of some business in Flopside. So go there now. It may be a good idea to get Piccolo now, if you haven't already. As I said before, Piccolo will actually come in handy in Chapter 7, so get him. Check the Sidequests section to figure out how to get him. Once you have Piccolo, go to the Outskirts of Flopside 2F like before, heading into the pipe that was once under a yellow block. Once down in 1F Outskirts, head all the way right to find a pipe. Down here, continue left, ignoring the yellow block in the way (it is hiding nothing) to see another pipe. Ignore it for now, and keep going until you see a wall. Jump over it with Luigi to find the Heart Pillar! Insert the Heart and open up Chapter 7! Tippi tells us we need to hurry and find the last Pure Heart and stop...Blumiere? Tippi has no idea where the hell that just came from...Is something happening to her? Oh well... Before we go to Chapter 7, let's explore just a little bit more. Go back on top of the wall, and flip. Follow the wall to find that the window can be gone through! Fall into the place behind the Heart Pillar and open the chest for a Piccolo card! Now head back to the foreground, then go down the pipe you skipped before. Down here, go right to find three pits. Go down either one of them to reach a secret area. Just flip to drop down to the bottom here, and open the chest for a Barry card. Climb back up in 2D and spring back up. Go left back to the pipe, but flip to get behind it and hammer the yellow block. Hit the switch revealed to get rid of the wall to your left. Go there to find a giant chest. What's in here...? Oh wow, a Power Plus item! ...That's right, a badge from the other Paper Mario games is now an item. But the good thing is, once you use it, your attack is leveled up by 1 PERMANENTLY. Grab it, make sure to find room for it if you already have 10 items, and use it. SO MUCH POWER, YES! Alright, now go to the very right of this room, stand on the weird ledge, and use Tippi to create a path for you. Woah, moving blocks this time! Once you get to the ledge above the pipe, flip and...walk through the wall. In this next room, you'll see an enclosed area with a pipe and a sign...similar to Flipside's Pit of 100 Trials. In fact, this IS a Pit of 100 Trials...Flopside's version. It's a lot harder than Flipside's, so don't go in unless you're prepared. Also, I would recommend doing Flipside's Pit first before doing Flopside's. At any rate, head right to find a save block and an elevator. Save, but don't take the elevator just yet. Flip and head through the opening in the wall to find Welderberg again! This time, he'll create a pipe linking from here to Flopside 2F. It's only 100 coins this time, so take it! Now go back and take the elevator. Down here, you can find a bar similar to the one in Flipside. Enter it. A jukebox that we can't access, some fella, and the bar owner. This one, just like the bar owner in Flipside, tells you things about the game. Not interested. Instead, what we're after is the back room of this bar. Flip and continue down in it to find two chests. One contains a Golden Card, the other contains Cooking Disk B. The Golden Card allows you to play a hidden minigame in the arcade of Flipside, so why don't you deposit that card after we're done here? At any rate, leave the bar and head left. There's the elevator, but don't go up it just yet. Flip to find a pool of water, so head down it. At the other side, you'll find an Itty Bits Shop (which you can enter, since you have Dottie now) and Flamm, a treasure map salesman. This guy sells treasure maps at varying prices, and gains more as you find the treasures/complete Chapters. So yeah, buy some if you want, but I won't cover them in the FAQ. Look in the Treasure Maps section if you need help with those. For now, go back and take the elevator. Head all the way back to 2F, and through the gate in front of Nolrem's. Take the pipe leading up to 3F around here, and head right 'til you find a red- colored block similar to the ones you jumped over. Use Piccolo while next to it to make it disappear and reveal a chest. Open it for the Nolrem card! Now use the Return Pipe to go back to Flipside. Don't enter the next door just yet though! Go to 2F, and do the same thing you did in Flopside: Flip in front of Merlon's place, through the gate, go left and enter the pipe, then go right to find another reddish block. Use Piccolo beside it to reveal another chest. Open it for a Merlee card! NOW, head back, heal at an inn, save, and go up to enter Chapter 7! Let's see what new world we visit! __________________ Chapter 7 \________________________________ The environment gets drawn into place, as you see a glum...gloomy...underground area... The Underwhere? What are we doing back here? Ooooh...Yeah, I forgot about Peach and Bowser. I guess there's also another Pure Heart around here... ---------------------- Chapter 7-1: Subterranean Vacation Nothing much has changed that much, so just venture towards the River Twygs. Once you get there, go back down the river and through the sewers, back to where you got Luigi before. Sorry Spazzy, but you didn't get a couple items down there. :P (As a note, you can now kill Dry Bones with Boomer. Once you get Bowser, it'll be even easier.) On the ledge where Luigi was, flip and you should find a Long-Last Shake. Now drop and head as far left as you can, and flip again to find a chest. Open it for the Dry Bones card. Now head back up to the surface of the River Twygs and visit Queen Jaydes. So, after a bit of explanation, Queen Jaydes finally realizes that you guys might be...the ones. No, not like Matrix, the heroes. She claims she knows nothing about a Pure Heart here, so you'll have to speak with Grambi, king of The Overthere. ...Something tells me she's feigning ignorance about this, but eh... Wait, Jaydes wants us to escort Luvbi to The Overthere while we're at it? Oh HELL NO. She wants us to take that little whiny...Ugh, fine. Agree to her and she'll open the way to The Overthere. Head through. Head to the right and... what? The Star Block? Already? o_o Touch it then. ---------------------- Chapter 7-2: The Sealed Doors Three Luvbi decides she'll go on ahead. ...Really? Okay then. Head right and enter the door. Oh damn, the lights are out here. Looks like we'll have to watch our step. Head right, jump up, then head left while getting the Mushroom from the ? Block. This is basically a zig-zag path going up, so just watch out for enemies that may come from the shadows. After the third flippy transport, drop to the right to see a chest below. Open it for the Dark Boo card. Now just keep climbing to the top. At the top, you'll find another door. You can't open it, so use Tippi on it. OMG IT'S ALIVE! So this guy's called Dorguy the First. 'k then. Seems like we have to answer a few questions to see if we're trustworthy. Also, don't worry about the questions. They seem like complicated math but the answers required are just...not related at all. The first answer is Queen Jaydes, second answer is Dorguy the First, third answer is 6 times. Woah, what's with the quakes here? Save, and investigate the far right door. Talk to one of the D-Men and they'll let you in to deal with the "monster" that started rampaging Underwhere Path. Head in, and it's Bowser! Wait, Bowser, what the heck are you doing? Crud, we have to fight him again to get his rage down. He's actually not that different, so just defeat him with Carrie and a few items. So, after the battle, the D-Men are quite impressed that you tamed the beast. So much that they give you the key to continue. Yeah...just great, another dark area. But hey, we have Bowser now, so put a little light on the subject! Use his fire breath on the unlit torches you see so that you can see better! All you have to do in this area is just keep climbing platforms until you reach the top. As far as I'm concerned, there are no secrets in this room. Near the very top, jump off to the right and hug the wall to find a pipe. Go down it to find a HUGE coin area. Grab some quick, they won't be around for long! Once finished there, exit, and climb back up. At the top...ah, another door. Can't open this one yet so use Tippi on it. Dorguy the Second! Now for a little visual quiz. Basically, this quiz shows various shapes and in colors, mainly red, blue, and yellow. It's your job to study the shapes and colors and answer the questions accordingly. Of course...you could just read the answers here. >_> First answer is 3, second answer is 2, third answer is blue, fourth answer is 4, fifth answer is triangles. Another locked door, but this time there's a smaller...pink door? With hearts? What's that doing in this dank place? Oh well, go inside. So, we got three old hags who want you to do some favors for them. One of them holds the key, but the two other hags have some other favors. I'll cover the hag that holds the key first, then the others in case you want to. The first lady says she lent a book to a D-Man, and she wants it back. You know who the D-Man is? The very first one we met at the beginning of this place. We get transported there, so talk to him, get the book, and hike ALL THE WAY BACK UP. By giving her the book, she'll give you the key needed to proceed. The other two hags don't give much. Just a hint about the Underchomp, and some thanks. The second one just wants a show to be recorded, so she tells you to ask a D-Man to do it for her, and the third one just requires that you endure a long story. And she thanks you for it. Bleh. Save in here, then go back to the locked door and open it. In this next dark room, head right just a tad, and use Luigi to cross the gap with his Super Jump. Now use Mario and flip to avoid the Spiny Tromps as you climb up. Basically, use a combination of Luigi's Super Jump and Mario's flip power to reach the top. At the top is another door you can't open. Tippi it again to talk to Dorguy the Third. What's this guy's challenge? BATTLING THE UNDERCHOMP. This is actually my favorite fight of the whole game. ------------ MINI-BOSS: Underchomp This is nothing like the battles you've faced before. Rather, this is an homage to old-school RPGs. It's done in first-person view facing a static sprite of the Underchomp, ala Dragon Quest or Mother/Earthbound. You have a wide variety of options to choose from. I'll cover them all because I'm nice. Attack: Allows you to do a simple attack at the Underchomp of your choice. Technique: Allows you to do a character-specific technique. For Mario, it's "Flip"...which does nothing. For Bowser, it's "Flame"...which does nothing. They are immune to fire. D: For Luigi, it's Super Jump, which greatly damages a single Underchomp. Pixl: Let's you use any Pixl of your choice to attack. Thoreau is useless; Boomer does some nice damage; Slim makes your character flip sideways for a turn, which reduces the chance of the Underchomps landing a hit on you; Thudley does some nice damage; Carrie is useless; Fleep makes the Underchomp of choice dizzy; Cudge does some nice damage; Dottie makes the character tiny, possibly keeping the Underchomp from attacking; Barry hits Underchomp for 0 damage; and Piccolo makes all the Underchomp fall asleep for three turns. Ooh... Item: It's self-explanatory. Let's you use any dispensable item in your inventory to heal or attack with. Switch: Let's you switch characters. Escape: Let's you escape the battle...except it doesn't work. Strategies: Alright, now for the battle strategy. It's a bit simple really. Just use Piccolo at the start if you have him and the battle will immediately be easy. Then just use any attack at your disposal. If you don't have Piccolo, the battle may be a bit on the tough side. Each Underchomp does three damage and has around 20 HP, I believe. Can't use Tippi in this battle for some reason, so I can't get a good Tattle. ------------ After the battle is over, Dorguy the Third will let you through. Just continue right, and touch the Star Block to end the level! Finally! ---------------------- Chapter 7-3: The Forbidden Apple Oh wow, what a sudden change of scenery! Now we're up in the clouds, with a brilliant blue sky. So yeah, we need to ascend many "stairs" of clouds before we can actually reach heaven- I mean, The Overthere. Climb up, kill the Para- buzzy and Ice Cherbil, and wait for a platform to come so you can ride it up. Might as well have Luigi out for most of this, you need his Super Jump a lot. When you reach as high as you can get, head left, past the spiked Parabuzzy, and flip on the cloud where the Ice Cherbil is to find some arrow blocks. Hit them so you can ascend to the next cloud. Here, you should see a bouncy cloud with eyes. Get on it and spring up high. You'll pass through a bunch of clouds, but all you really miss is a Super Shroom. Go back down and grab it if you want, but continue right up here to find another bouncy cloud. Spring up with it to find the star door. Enter to get to Stair 2. Oh holy...apparently even this world isn't free from The Void...Anyway, go right, and kill the Beepboxers. Hit the ? blocks if you dare, most of them contain Zombie Shrooms. At any case, keep climbing. Save Block, yay! Go left, use the bouncy cloud. Use the next cloud. Before using the next cloud, go right past the two Rawbus' and open the chest here. A...Rawbus card! Go back and use the bouncy cloud, then head right, past all the Ruff Puffs, Beepboxers, and Ice Cherbils to find another bouncy cloud. Take it, go left this time, and jump to the next star door. Enter Stair 3. To the right are some ? Blocks, including a hidden one between the two which contains a Ghoul Shroom. Take the bouncy cloud here to find a star door. Woah, already? Enter it. Ooh, a tree with some Blue Apples! Knock one down and take it. Don't eat it yet though, it looks important. Exit, then head left. When you get to some blocks leading up, go past them to find another chest. Open it for a Ruff Puff card! Now keep going up until you can't. Flip to find a whole bridge made of ? blocks! Cross them (nothing important in them, just coins), then at this other side, climb down to find a bouncy cloud. Take it, then head left to find a star door. Enter Stair 4. There's two paths we can take here. For now, take the one above you. Take down the enemies, then wait for a platform. Take it up. There's a cloud to the right, and a moving platform going higher on the left. Take the cloud, save, and head into the star door. Woah, it's Peach! ...And she's fast asleep. They can't wake her...then Luvbi comes and tells that she ate the golden fruit. Now she'll sleep for 100 years. What will we do!? Luvbi does say that there is a fruit that's so nasty that it should wake her from her slumber...so let's find it! ...But wait, let's try that Blue Apple we got. Whoops, she shrunk...I guess that's not it. Head back. Drop and take the right path. Passing the Lakitu, take the bouncy cloud, and enter the star door. Jump across the clouds here, grabbing a Happy Flower, and a tree bearing Red Apples! Take one and give it to Peach. Woah! She awakened! Alright Peach, let's...HOLY! SHE'S HUGE! Now she shrunk...and fell asleep again. *facepalm* ALright, let's just, exit Peach's room and continue up from here... After taking the second moving platform up, open the chest here for a Shroom Shake. Head right. Take the bouncy cloud here, then head left to find a sign. "Yellow Fruit Hither". Hm...flip to find a path to a hidden star door, so take it. Take a Yellow Apple, then return to Peach. Give the fruit to her. Well, she awakened...well Peach? O_O OH GOD, A MUSTACHE! ...Then she falls asleep. God, this is getting annoying. Climb back up, and go right to find a star door. Enter Stair 5. Right where you enter, if you head left, you'll find another star door. Take it. Wait, nothing in this room? Oh yeah. Flip to find another apple tree. Take down a Pink Apple and keep it. We're not going back until we can't go any farther. We'll get as many different fruits as we can! Exit this room, and jump up to the cloud. We have two different paths to take here. Let's go right first to find a star door with some blocks and a moving platform. Enter the door. Oh wow, an ambush! Take 'em down! ...And we get nothing in return. Nuts. Ah well, exit and take the platform up. Use Luigi to get up to the cloud, and a sign that says "Black Fruit Hither". Black fruit? Doesn't sound too appealing...Flip to find the passage to the star door. Grab a Black Apple and return. (...Black Apples only heal 1 HP, compared to the 5 that the others do...could this be the taboo fruit?) At any rate, drop down, and head left. Take the bouncy cloud. Huh, there's an arrow here. "To The Overthere". I guess The Overthere is...over there. But we can't get there. So let's head back to Peach and try these two fruits. Give her the Pink Apple. WHAT THE...Peach turned into a peach! LITERALLY! ...Okay, gotta try the Black Apple then. Please let this be it... She's waking up. She was so repulsed by the taste of that fruit that she woke up. Really? No other side effects? AWESOME! We have Peach back! =D Alright, so head back to that arrow sign that pointed to The Overthere. Climb the blocks, then float over to the right with Peach. Take a series of bouncy clouds up to the top. There isn't anything much of interest on the way up. At the top are some Ruff Puffs and a star door. Enter Stair 6. Head left, taking down Skellobits, and snag the Super Shroom before taking the moving platform up. You may have to use Luigi to reach the second platform. Up here are various floating pedestals. If you flip while on these pedestals, you'll see hidden ? blocks. All they contain are coins, nothing special. Just head right, jump up to the cloud, then take the bouncy cloud. Up here, hit the multi-coin blocks while waiting for a ride, then take it up. Stop when you see a cloud with a Cursya on it. Open the chest for a Long-Last Shake, then keep going up using that platform. More floating pillars! Jump across them, go up the clouds, and go right before continuing up to see Skellobits guarding a chest. Open it for a Thunder Rage. Keep going up to reach a star door. Enter Stair 7. Go left and fight off some Skellobombers until you reach a bouncy cloud. Take it, keep climbing up as Luigi and take the next bouncy cloud. Go left, jump up the floating pillars, then go right. Take the moving platform right, keep climbing, open the chest for a Life Shroom, keep going up to find a little building with some Skellobits. Take them out, and continue left to find a bouncy cloud with...eyebrows? He's not ready yet, he needs something to make him bigger. Before we give him anything, go left of him, hit the switch block, and enter the pipe that gets revealed. Woah, back where Peach slept? Okay... Assuming you don't have a Red Apple (we need one to make that cloud grow big), find a Red Apple in this Stair, then warp back. Give the Red Apple to the cloud and he'll grow HUMONGOUS! Are you ready? Use him, and WOAH! You'll fly so high, you'll fly up into outer space, then back down to earth. Or rather, it was a shortcut to The Overthere. Awesome. Before entering the door, flip to find some coins. Now enter Stair 8. Here, just use Peach to float across to find the Star Block. FINALLY. This level was way too long. >_> ---------------------- Chapter 7-4: A Bone-Chilling Tale Alright, we're in The Overthere sector 1. Now let me tell you, The Overthere is a bit complicated. It's almost like a maze in that you could get lost. So be thankful I'm guiding you through here. Walk right until you reach a small building with a Skellobit. Take it out, and avoid the Skellobomber's heads it throws until you see a moving cloud. Hop on it with Luigi. Hop over to the other side using the Skellobomber as a help, and avoid the ? Block for now. Instead, enter the star door here to enter Sector 2. A poor Nimbi is being attacked by two Skellobits! Take them down and talk to the Nimbi. After some talk in Ye Olde English, you get an Overthere Key. Keep going right here. Jump over the gap, then prepare to fight all sorts of Skello enemies in both dimensions. Atop the highest pillar is a ? Block in the third dimension, so flip and hit it for a Super Shroom. Keep going right. Soon, you should come to some clouds leading up, and a lone pillar. Flip and you'll find a pipe is hidden behind that pillar! Take it down, and defeat the Gigabite here to reveal a chest. Open it for Cooking Disk PU! ...PU? Weird name. Exit, and start climbing. You'll see some ? Blocks. One contains a Ghoul Shroom, the other contains a Super Shroom. Keep climbing and going left until you reach a small building with a frozen Nimbi. Melt the ice with Bowser's fire breath and talk to the Nimbi. Oh boy...looks like he has a case of amnesia... Well, we'll get back to the guy later, for now, drop down and exit this Sector. From the star door here, hit the ? Block then get on it to find another. Jump on the next, then jump on the next. The locked star door up here leads to Sector 3. There's a cloud heading left, but there's nothing important there other than a Skellobit. Open the door with the key you have and go through. Here in Sector 3, you should immediately notice another locked door. Time to search for another Key! Head right until you reach an arrow block, then use Peach to hover to another cloud with a female Nimbi and a frozen male Nimbi. Unfreeze that Nimbi, and he'll thank you by operating ye faire elevator. Float back, hit the arrow block, and flip so that you can hit the hidden ? Block way up there, which just holds a coin. >_> Anyway, head back left, hit the save block, and take the elevator by talking to the Nimbi inside. Up here, oh no, more frozen Nimbis! Free them, then enter the star door here. Sector 4 now. Oh wow, more frozen Nimbis! Free them all, and the last one will speak. This Whibbi fellow says he'll let you into the main palace...once the bridge is repaired. To repair it, we need the three orbs from Rebbi, Blubi, and Yebbi. He'll give you a Key to start searching. A little bonus here, if you use Luigi's Super Jump to get above this building here, you will find an Itty Bits Shop selling some rather unique items, one of which is a Hot Dog! At any rate, head back to Sector 3, take the Overvater down, and open the locked door. Sector 5. Here's where things get a bit complicated. There's two paths you can take, and three star doors. First, let's go left. Take down the Skello enemies, jump up with Luigi, then enter the star door here. Sector 6. Head right to see three pillars and some high ? Blocks only Luigi can reach, but nothing else... until you flip! You'll see the entrance to another path, so take it. This path is filled with enemies, but luckily...MEGA STAR! After your rampage, flip and continue on to find a unisex bathroom. Knock on the door and tell the guy you are a monster. He says you lie, and no monster would admit he's a monster, so he realizes you're a good guy and opens the door. Cool, Yebbi! Could you give us the Yellow Orb, please? Wait, Luvbi! ...That was harsh. We got the Orb anyway, so head back out of this sector. Drop down from here, then fall into the pit to the left of the star door to reveal a hidden cloud with a pipe. Enter. Cool, a coin area and a way up! Flip to get the most of your coins, then head up with Luigi to find two treasure chests. Open them to get a Skellobit card and a Skellobomber card! Exit here and jump back to the star door with Luigi. Head right and hit the red switch block to ride this Overvator to the next area. Flip to find tons of Skellobits here. Take them out, then head behind this building to find a hidden door. Take it. We're now in Sector 7. Head right, fall down the pit to find a secret area. Go down and open the large chest to find a Nimbi inside. He'll give you an Ultra Shroom Shake, then hide back into the chest until all the monsters are gone. Maybe he'll give us something when we finish this Chapter? Climb back up, float across with Peach, and you'll meet Rebbi. Woah, this guy's awesome. He's taking on a whole army of Skellobits! He must've taken lessons from Captain Falcon, or Chuck Norris, or someone. He claims his strength is waning and he can't last longer, so help him out. Talk to him when you finish the remaining beasts off, and Rebbi will give you the Red Orb. Exit this sector, and enter the other door that was inside the building. Sector 8 now. Notice I'm getting you through these sectors in numerical order? Head right, take down the Boomerang Bro after grabbing a Slow Flower, and keep heading right while taking down those Boomerang Bros. At the end, you'll find a...dead Nimbi? Not quite...it looks like he's just faking being dead. Perhaps we'll go back here when this Chapter is finished... Head back to that fellow with amnesia. He appears to recover from his amnesia and remember he's Blubi. So he'll give you the Blue Orb. Now head back to Whibbi. He'll tell you to stand on the platform and insert the Orbs. DO IT, NAO. Doing so will let a rainbow bridge fall into place. OMG TETRIS. Cross it, and enter the star door. You'll be confronted by a Spiky Skellobit. After some speech, a HUGE WAR takes place, led none other by Rebbi! Rebbi, you are damn awesome. I love you. Go past the warzone, taking down Skellobits, and when you get to the staircase, flip. Head to the left side of the stairs to find a chest with a Spiky Skellobit card inside. Now climb up the stairs, hit the ? block for an Ultra Shroom, and hit the save block. You know what's coming up...:P Enter the door, and Luvbi finds her father, Grambi, wounded and fallen. After some grieving, a LARGE icy dragon appears. He has a huge cannon on his body. This guy's named Bonechill. So...this is the boss of this chapter? Looks a bit thin...he needs some meat on those bones. ...Yeah. He tells that Luvbi isn't really Grambi's daughter. What!? ------------ BOSS: Bonechill Max HP: 80 Attack: 4 This boss has a lot of cool attacks. He can breathe ice onto the ceiling, creating icicles that fall eventually. He also can fire ice from his cannon. Now, you could throw these icicles and ice chunks at Bonechill, but why not make it easier and just use Luigi's Super Jump on him? Stand below his head and do the Super Jump repeatedly. He'll be dead in no time. ------------ Prepare yourself for the longest cutscene in the game. Luvbi assures herself that she's the daughter of Grambi, and that Bonechill lied. Grambi says nothing... Then Queen Jaydes comes. Luvbi asks her if she really is her mother, and reluctantly...tells her the truth. Luvbi is not really their daughter... she's actually a Pure Heart that they transformed into a Nimbi. (!) Luvbi slowly turns back into her true form after some...painful arguing. Aw, this was sad...But we need the Pure Heart... Tippi calls out Blumiere's name, telling him to stop...Another dream about this Blumiere fellow? At any rate, the crew head back to Merlon's to tell him that we have the last Pure Heart. Tippi avoids the question on if she had any relations with Count Bleck, then Merlon sends us off to find the next Heart Pillar. A few things before I let Spazzy take over though...let's go back to Chapter 7-4. Remember the Nimbi in the large chest, and the "playing dead" Nimbi? We're gonna check those out. Head to Sector 7, and jump down that gap. Go to the large chest and...wow. The Nimbi is stuck in there? ...Yeah. Just walk away...and go to Sector 8. Cool, no more Boomerang Bros. Keep going and, hey, the Nimbi's awake! Talk to him, and he just says that he missed a show because of those fiends...yeah, okay. Whatever. Apparently nothing special. Exit with the Return Pipe, and skedaddle. __________________ End of Chapter 7 \________________________________ Awww yeah guys. You're near the end of the game!!!! Really! After all those chapters! THIS IS THE FINAL ONE! And your best friend Spazzy is going to be guiding you to glory. Time to save the world. But first! We have to find the Heart Pillar! Get to Flopside via pipe or normal way, but get to Flopside and head to the floor with Nolrem's on it. when you're there, flip to 3-D. Head out of this area, and walk across the narrow walkway in 3-D to the Outskirts. Head all the way right past the pillars, then you find the Heart Pillar! The final one! Watch as the silver of the Pure Heart reveals a legendary door atop Flopside Tower! Yeah! Flopside! See? That tower did have a use, head back to Nolrem's, after talking to him as you place the Pure Heart in the Heart Pillar. I would recommend going to the Inn, and buying lotsa healing items. Sell some stuff if you need to, to make room for Shroom Shakes. But I also recommend leaving a space for a Shell Shock as there is a Hallway that needs some clearing out for lotsa EXP. And go rest in the Inn, then, head up the large purple tower to the left of Nolrem's. Nolrem is gathered at the Final Door. He tells you that your Pure Hearts Eight are the weapon against Count Bleck's Dark Prognosticus. Someone is here...telling us about the Light Prognosticus. It's Merlon! "Only those who have not abandoned hope can turn back the prophecy of doom." "They walk, forward into the future, no matter how dark and uncertain it may be." The two mirror images join. We came here to close out Bleck, and because we didn't give up when it seemed that black void would decimate all life, we believed the future could be bright, that... everyone could be happy...They both send their love and support for us, we thank them. Tippi gets one final remark from Merlon, offering to stay behind, but no, she is sticking with us 'till the bitter end. Return safely! With my help, you will return safely, with your heads held high. The void...it's rumbling...The worlds don't have much time. Hurry in that door! Write it down in the history books, cause this is gonna be the legendary Siege of Castle Bleck! __________________ Chapter 8 \________________________________ Alright, gets this show on the road, this is the final curtain call, Bleck. It seems Castle Bleck is in the void itself, so is this a suicide mission Bleck is pulling? It seems so. Anyway, let's avert this catastrophe! ---------------------- Chapter 8-1: The Impending Darkness Whoa...that..is..one big castle..Probably more intense than Shadow Palace from Thousand Year Door, Bowser's Castle from Paper Mario, and Hooktail's from Thousand Year Door, that's insane. Blumiere is in there, let's go. Ominous music here, head right until you come to a wall, be Mario and flip to find the door. Enter. First enemies here are Koopatrols. They are not as annoying here as in Paper Mario, but you can stomp on them if you have Carrie. Down the road there are Blue Magiblots, those things are hellish. Kill everything and enter the door to the right. Hehe..just some wee little Goombas. Nothing special, kill them, I guess they were a little squad. Scale the staircase here, taking out the Boomerang Bros. on ascent, then enter the door to your right. Nothing but a row of enemies here, kill them for the EXP, it helps. Then exit the way you came. Climb the next staircase, eliminating the Boomerang Bros., then enter the door to your right at the top. HOLY GEEZE! A MR. I?! WHOA! I HAVEN'T SEEN THESE THINGS SINCE LIKE, SUPER MARIO 64. There is only one way to take these things out. How is that? Well, flip to 3-D and run around them of course, they'll get Dizzy and die! Do it to the two normal, and the red one. Head right some more. But that door is locked, so see that door up there? Extreme jump up to it and enter it. k, if you head left and jump onto that ridge, those chests hold a Stop Watch and a Long Last Shake. Take them if you need them. Head back to the door, and Super Jump up to the right ridge this time. Glide across the gap as Peach. Then enter the pipe. Oh my, a hallway filled with Soopa Strikers. Jump on them and send their shells all over the place. Then head all the way right and open the chest for a Castle Bleck Key. Snag it and head out of this hallway, glide across the gap, then enter the door to your left, then unlock the door to your right and enter. This hallway has a lot of Dull Bones, Gawbuses, and Cursyas, kill them all and continue right. Head in the door on the far right. Another staircase, this time with Fire Bros. Spitting fire, damn that's intense. Anyway, kill them and remember this order of the torches. Unlit, Lit, Lit, Unlit, Lit. Oh my, a ? Block with an Ultra Shroom up the stairs? That must mean something is gonna throw down on us. Anyway, enter. Hit the save block here. When you come to some torches, light them in that correct order. Light the second, third, and last torch with Bowser's Flame breath. Awesome, now you revealed some stairs, sweet. Switch to Luigi and scale those tall steps. And enter the door at the top by flipping to 3-D. HARBLE-DEH! WHAT?! O'CHUNKS! Oh man. He's here to stop us..but we're so close.. we can't stop now. Oh man, Bowser calls him out. What? They're going to wrassle or wrestle?! Man! This is the chunking of the century! It's time for Bowser Versus O'Chunks! ------------ MINI-BOSS: O'Chunks Well well well, time for the match of the millenium as our Lord Bowser his Awfullness, takes on the Chunking Master O'Chunks for a final duel. But before you fight him, he Chunks up. And grows HUGE! Bowser is rather intimidated, but eh, he's still easy. HP: 100 Attack: 4 Defense: 0 Tippi Tattle: That's O'Chunks. He's even bigger and stronger now..How is that even possible? He can now perform aerial attacks...When you see him in the air, take evaise action..Just keep moving to avoid him. Well, Bowser, now is your chance to setle it with O'Chunks... Strategy: He's the same as ever, just bigger, stronger, and has a ground pound, a fart divebomb, and a buffed up shoulderbash. Who is he, Wario? Whenever he does his ground pound and lands on the floor, he'll be stunned for a little while. As of now, you should do about 16 damage to him each hit as Bowser, so he'll crumble eventually with a few hits from your jumps and fire breath. ------------ After you beat him, he lets out a giant HUUUUUuuRG, and shrinks. Bowser is one chunky turtle afterall. He asks for us to end his game. But he realizes there is no shame in being smacked down by the likes of Bowser, it's cool. But then there is a rumble. HOLY! THE CEILING!!! AHH! We're gonna be PANCAKES I TEll YOU! As the ceiling collapses, you realize O'Chunks just saved your ass! He's holding up the ceiling! But..Bowser joins him...He's going to help O'Chunks. The bad guy..is helping us...Wow..Thanks, but Bowser! We need you! Just go... Go. Thank you two. As you exit..the ceiling collapsed...Bowser and O'Chunks..crushed to death...Oh my...What a way to go...Man...I'll miss you Bowser..Rest in Peace...you and O'Chunks did a great thing..Thank you.. Sayanara.. ALRIGHT LET'S END THIS CHAPTER 8-1 GUYS =D. With Bowser's and O'Chunks casualties, press on and hit the Star Block here....Bowser...Sigh.. ---------------------- Chapter 8-2: The Crash As the Bros., Peach, and the Pixls advance, there is no time to mourn for Bowser and O'Chunks. First enemy you come to in this hall is a Zoing-Oing. A buffed up Boing-Oing which was a buffed up Sproing-Oing. Oh my. So many Oing's. Just take it out. Continue right, and you'll come to some Blastboxers and a Red I. Take them out too. Continue right, killing all the enemies, and enter the door on the far right of the hall. Hmm? Who's here? Merlon! Hey! How'd you get here, buddy? Well..I guess we hit the block to beat Bleck, easy enough. OMG A TRAP! IT'S MIMI! YOU CUNNING GENIUS! You land in a prison cell. Shucks. Anyway, head right and bomb the wall with Boomer. Walk through the newly ripped wall. Oh dear..this is where things get complex. But I'll make it simple for you. Head in the door to your left, dodging the flame traps. Hit the Red ! Block twice. Twice, dude. Now dodge them again and head back to the room with the pipes. Head up the pipe directly in front of you. In these chests, lie a Courage Shell, a Castle Bleck Key, and a Life Shroom. Take the Life Shroom and the Key of course, then flip and fall in the pit to the right and bam! Unlock the door right here! No more tricks Mimi, we're coming after you. In this room, there is a Gloomba squad. Take them out, then scale the staircase, killing the Hammer Bros, and enter the door. Lotsa Cursyas here. Three of them. Don't touch any of them. Flip to 3-D at the far right wall and walk the newly revealed path to a chest with an Ultra Shroom Shake. Then head back through the door you came in. Scale the steps to the right, and enter the door on the top right. These mushrooms are traps. But your's to keep. So snag them if you're low on health, but you have to fight some enemies. First trap has some Shlorps. Second trap has all the kinds of Cherbils, Ice, Sleep, and Poison. And the third trap has a Chromeba in 3-D. A Chromeba is basically a buffed up and silver version of the Growmeba. The third trap with the Chromeba is mandatory though, as when you defeat it, you get a key. So grab it and head out of the pit, and head all the way to the right of the hall with the traps. Hit the save block and enter the locked door. Whoa! It's Merlee! Hmm..Well. Cool. I guess it is really Merlee, she said so. Anyway, what is the hardest enemy out of the choices here? Well. Pick the Ultra Shroom, we hate those things (wink, wink.) Next one, pick the Thunder Rage, those things really scare us. Next one, pick the Cooking Mistake. K. She runs off. Head right. OH GOD! OHHHH PLEASE GOD NOOOOOO! MY WORST FEAR!!!! AGHHHHHHHHHHH! NOT AN ULTRA SHROOM! NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!....Kidding. Yeah. We tricked Merlee to giving the stuff we like! Pick up the Ultra Shroom for the heal, and continue into the next room. AHHHHHHHHHHHHHHHHHHHHHHHHHHHH A THUNDER RAGE! SO SCARY!...Pick it up and go to the next room. That's a lot of Mistakes...They're useless so just jump over them and go to the next room. Heh..That little game was just like Shy Guy's Toybox in Paper Mario. What? Merlee? WAIT! NO! IT'S MIMI! Ooh no she didn't. That sista just called out Princess Peach. You do not mess around with Princess Peach. O.o she also snaps at Mario and Luigi, she's pissed, be best to back away. Time to beat Mimi, with Girl Power! ------------ MINI-BOSS: Mimi This is the final battle between Peach and Mimi. Girl vs Girl. Catfight OMG! Mimi morphs into her spider form...Eww.....Gross....Take Thoreau out. HP: ?? Attack: 4 Tippi Tattle: That's Mimi, of course. She seems really set on winning this time...She has the same moves she had last time. She seems to be faster now. She can also rain down Rubees for a nasty attack...Better use your parasol for protection when that happens. Let's pay her back for all the times she tricked us. Strategy: Ohhh god she is so easy. DO THE SAME AS IN CHAPTER 2! DODGE! PICK UP RUBEES! THROW THEM AT HER! JUMP ON HER! MAKE HER LOSE HER LEGS! IT'S NOT THAT HARD! Just beat her. She also gains speed with her legs lost, which doesn't make much sense, but she isn't that difficult, just annoying. ------------ As soon as that whiny little brat is beaten. With Peach's closing remarks...Something happens....Oh no! It won't open!.....She's hanging onto Mimi..Peach saved her..She must have a heart of gold...She falls off..and..dies..Oh no..Another one of our party bites the dust..why Peach..? Peach is..awesome..;_;..Looks like it's time for the Super Mario Brothers to end this crisis once and for all! For O'Chunks, Mimi, Peach, and Bowser. Let's finish this! Hit the star block. ---------------------- Chapter 8-3: Countdown to Destruction Tippi senses the presence of the Chaos Heart very close in this chapter. This hall is PACKED with Skellobits, Skellobombers, etc. Damn, too crowded! I recommend taking them all out with an item. Continue right past this war zone, and enter the door to your right. What...the...This isn't the Whoa Zone..What are Pigarithms doing here? WELL IT'S NOT A PIGARITHM! IT'S A HOGARITHM! 'Cause they're obviously different creatures. A Hogarithm is basically a Pigarithm, but with different colors, and they also move much quicker. When you come to the door, Super Jump up with Luigi to the left, come to the Sobarribad. A buffed version of the Barribad we fought in the Whoa Zone. There's a second one up there, too. Kill them, then return to the door and enter. Whoa. Lotsa mirrors. Hey! There's Dimentio! Hey, There's Dimentio! Hey! There's another Dimentio! Lots of Dimentios! (Banjo: LOTSA SPAGHETTI!) They are merely clones and shadows of the true Dimentio. They are firing spells at us through the mirrors, so watch out, don't get knocked off. That Red Longator is basically a Longadile. A buffed up Longator, same moves, just a lot more HP. Continue on the narrow platforms, be careful not to fall off, heading right. At the ledge with the locked door, look carefully at the mirrors. One isn't shining...flip into 3-D, and jump into the not shining mirror, and it's a secret entrance! A chest to your left holds a Castle Bleck Key. A chest up this hallway has an Ice Storm. Now that you have a key, exit the mirrors the way you came, and unlock the door. First ? Block here has a Mushroom, grab it. Flip here. There is an opening in the stairs, walk through it past the Soopa Strikers, and enter the door to the right. Blue Magiblots in here. Take them out. See those blocks up there? use Luigi and Super Extreme Jump them. Even though you bash into them as if they were solid, they do something. After you hit them, a door is drawn. Enter it. Next room has Red Magiblots, hit the first two blocks to draw a door. Yellow Magiblots here. They are a mix between red and blue. Less HP than Blue, but higher than red. And higher attack than blue, but less than red. Even though there is a door here, hit the blocks to reveal a different door, the correct door, and enter the door that slide to the left. Red Chomps in this room, take them out carefully, they have high defense. Hit the switch to your right and exit. Enter the door to the right. One Red, one blue, one yellow Magiblot in this room. After you defet them, flip here. Notice the numbers on the blocks? Hit them with Luigi in that order. Or in this one: Center, Far Right, Far left. Get the key from the door now revealed! Head all the way left through the various doors and out of the stairs. Head up the stairs now, grab the Happy Flower in the ? Block and continue right up the stairs, unlock the door at the top and enter. Oh god this room is complex. Flip to 3-D here and notice the arrows around the platforms? Follow them. You won't be able to advance unless you do. Here's a tip. Go onto the first platform you can reach, then drop down, pass under the other platform, go up and left as Luigi, then on the other platform, jump right, then jump far right to the door. Enter when you did that order. More mirrors here, huh? Look for one that doesn't shine as you jump right, exterminating the Longadiles. Hint: The mirror you are looking for is on the platform with the second Longadile. Enter it in 3-D and WHOA. OMG. THAT'S A LOT OF DIMENTIOS!!!! OH GOD! They push you back if you run into the crowd, so keep jumping and smacking the clones away with Cudge. If you push upward through the pack, you find a chest with a Key and a ? Block with a Super Shroom in it, then run left through this, really fast because you're being pushed by the Dimentios. Then grab the Thunder Rage in the chest, and the Super Shroom. Go to the mirror and exit the Dimentio mob. Unlock the door to the right and enter after hitting the save block. There he is! The true Dimentio!...I guess it's time for a little game of tag.. with Magic... ------------ MINI-BOSS: Dimentio Well..Dimentio fled. But there is a Fleep crack here...I guess...Fleep it and hit the block.. WHOA! 1-1! WHAT THE HECK!? We're...being warped through all our past adventures, chasing Dimentio like little dogs...Ugh. We're coming for you DImentio. Follow him right, killing all in your path with ease. Seriously, you really don't need me for 1-1. You should know. Continue right until you find the Fleep Crack and Fleep it, then hit the switch and warp again. Holy. Merlee's Mansion. There he is! Follow him! The crack for Fleep in this area is right at the vault...Really.....I dont think it's neccesary to help you here to find the Vault. When you come there, fleep it, and teleport. This is just like the battle with Zant in Twilight Princess, isn't it? In the water, head left, following Dimentio. In the far left, lies the crack, Fleep it and hit the block. Whoa, Planet Bobule huh? Jump right, when you come to the alien door, flip and walk the narrow walkway, continuing right. After you pass the walkway, fall downward, and the crack should become noticeable to you right above a small ditch, Fleep it and continue. In Chapter 5, continue right, when you come to your first Rawbus, flip here, head down that slope, and where you found the fire tablet, to the left is the crack, Fleep it and move on. Nothingness...Blank space....The Remnants of Sammer Kingdom..Fond memories, huh? I actually recommend riding Carrie, looking out for the crack, then when you find it, fleep it to save some time. When you find it, Fleep it and continue, look carefully for the crack. You don't want to miss it. Ohhh dear, the Underwhere..the dark area too...Head right and up, then left, then right again, scaling this area once more. No Bowser to light the way too..what a shame. Scale the tower, and the crack is right on the forehead of Dorguy the First. BACK IN BLECK'S! YEAH BABY! Enough games Dimentio! Time to take you down!...Dimentio..? You've been plotting to destroy the Count the whole time...Something is fishy about this.. If you agree with him a couple times...you get a game over. And then you have to do the game of tag over again. Do it if you're so inclined. But if you actually want to continue, don't. He's fibbing. OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH SNAAAAAAAAAAAAAAAAAP. HE DID NOT JUST DO THAT. HE DID NOT JUST INSULT WEEGEE MAN'S MUSTACHE! THE MAN IN GREEN'S STACHE WILL RAIN UNHOLY LIGHTNING BOLTS OF GREEN THUNDER FIRE DOWN ON YOUR ASS DIMENTIO. YOU ARE SO GOING DOWN. So it seems Dimentio is going to repent for his sin, by Luigi jamming his high- jumping foot up Dimentio's italian circus ass. Now it's Luigi vs Dimentio only. Strategy: ....He's pathetically easy....He teleports around, launching spells at you...Uhm..Just jump on him please...while he's charging the spell, you can super jump him. He has very little HP too. He'll die easily soon. ------------ As soon as you beat him. He let's out a huge NOOO and cries uncle and mercy! OOH THAT DIRTY JERK. He's pulling a Kamikaze! An Andross! If he's going to die, Luigi is going with him! He locks himself with Luigi in the box, and he ends both their games by fire. Purged by fire..what a way to go. NOOOOO! Luigi is killed as well.....Mario is taking it alone...what a guy... Peach..Bowser...Luigi...I will avenge you..... ---------------------- Chapter 8-4: Tippi and Count Bleck It is time...to finish this! Tippi questions our fallen heroes' survival, while Mario reassures it's all good. Tippi will believe in Mario, but she will also believe in someone else... Hm...Anyway. This is THE PERFECT TIME to use your Shell Shock, activate it here bring it to full size, and kick it! This hall is stuffed with Coptas and Poison Pokeys. Poison Pokeys also drop items frquently, so yeah. Anyway, head all the way right and enter the door. In here, there is an invisible door to the right, reveal it with Tippi and move on. Whoa, moving platforms here, jump all the way right, and then when you reach a solid wall, flip, wrap around it and continue right. There is an Ultra Shroom in here, so you can look around and find it. When you're ready to continue, head right, up the tall moving pillar, and enter the door to the right. Oh dear, sliding platforms, if you let one carry you down, you fall, and you can't let one carry you up to far. So keep jumping right carefully. When you reach a solid platform that is not moving, flip, and enter the pipe to your left. Head right here, switch to Dotti in 3-D, and shrink, walk between the two lines, and you'll come to a chest, open it for a Castle Bleck Key. Exit the way you came, then exit the pipe, head all the way right, then ride the platforms upward and then jump right, unlocking the door and entering. In this room, dwell the Mega Muths, the most fearsome beasts ever. These things have tons of HP. So you have to slowly take them out. They'll all die eventually. Head right after you enter it. ....This room...I don't need to explain...Flip to 3-D...Try not to cry...I'm here to guide you through this Hell Course...don't worry. When you flip, head through the first hallowed out doorway on your right, then keep going right until you see the hall with many Cursyas, then go up that one, and enter the door on the left. (The next hall after the Cursyas contains a Shooting Star item.) Here, enter the hallowed out way to your right, then up, open the chest for a Super Shroom Shake, then return to the left of that hall, back to the original hallway. When you reach the top of that hallway, head left, then left again, then head downward, then left, then up, and come to a door and enter. (In the original hall, the first path to the left while flipped just leads to a Red I, and going right at the end of the original hall just leads to a Koopatrol.) In this hall, head up to the second hallowed out way on the right, enter, then head right again up to the chest, grab the Ultra Shroom Shake, then from the Ultra Shroom Shake room, head down, then right, then up the hallway, then the enter the door on the left. NO MORE DOORS! HELL YES! YOU MADE IT!....Well...guess what we're near...Head up the stairs, a the very long stairs....hit the ? Block for the Ultra Shroom..Hit the save block..and enter... Zoom in on Tippi...You made it guys...you're there...It's Bleck's Room of the palace. Blumiere died a long time ago, so he says, but Bleck is here...Timpani is also here...as Tippi. The Pixl. Yes, Timpani and Blumiere were lovers. But when Timpani was on the verge of death, in sadness Blumiere sold his soul to the devil, or to the Dark Prognosticus, and was corrupted, becoming Count Bleck, exterminator of dimensions, in sense that, if he could not be happy with Timpani, nobody could be happy. But now Timpani is here...As Tippi. Timpani realizes that the only way to avert all this death, bloodshed, and crisis is to defeat him. This ends, here, and it ends here NOW! ALL NOW ENDS! ------------ FINAL BOSS: Count Bleck HERE WE GO! IT'S TIME TO FINISH THIS! YOU MURDERED MY FRIENDS! AND CAUSED SO MUCH DEATH! RUINED THE DIMENSIONS! AND SHED SO MUCH BLOOD! HERE IS WHERE YOU REPENT..PLUMBER STYLE..Yeah...YOU DIE HERE! Count Bleck floats around, launching Black Voids at you which suck you up and spit you out. But if you jump on him...He's protected by the Chaos Heart! Damn! Jump on him a couple times, you get a cutscene. He charges a huge void...about to end our games..no..not here...not here..we can't have our games end here, and watch our worlds crumble..Wha? Who's that? It's Bowser! You..You survived! True..we never did give up so easily when we tackled Bowser's place.. PEACH! LUIGI! You survived! I knew it! You couldn't take down the fearsome four heroes! Bowser fell through a pit when the ceilling collapsed, Peach landed and found her way out of the pit, and Luigi was found by the Princess out cold. Ah well, Let's end this! With the power of teamwork! You're nothing! YOUR REIGN OF TERROR ENDS NOW, BLECK!...The Pure Hearts..Holy! They shattered his forcefield! That's just like the Star Beam in Paper Mario! ...Now we finish this..once and for all, you'll pay for your crime bleck, HERE WE COME! HP: 150 Attack: 8 Basically, this is Luigi's battle. Whenever you are below Bleck, you Super Extreme Jump him. Just chase him around the map doing this, avoiding the spells as they do hurt quite a bit. Tippi Tattle: That's Count Bleck. This dark figure wants to destroy the universe...He was once Blumiere, a man that I loved...he will use all the powers the Chaos Heart grants him...But you can beat him if you give it your all...and beat him you must..For the sake of all worlds...And to save the Blumiere I loved.. Continue chasing him around, Extreme Jumping him and attacking him at any moment, watch out, as all his attacks do a whopping eight damage. So be careful. He will occasionally cast a spell to slow you down. He also does some lunge attack for some decent damage. When you beat him... ------------ He floats upward..The Chaos heart engulfing him..The Heart...it..attacked Bleck..The Heart teleports down, as with Bleck, who is now a mutilated, shattered mess. Broken monocle, torn cape, worn hat, panting for air as if he is about to die...Oh my..Yes..of course...Bleck couldn't find Timpani..Who was Tippi..so the world was just a lifeless shell of sadness and grief, nothing meant anything to Bleck after his love, Timpani was gone, with his heart broken into pieces, he used the forbidden Ancient Tool, the Dark Prognosticus to end all worlds..But nothing is keeping them apart now..Why can't this just end?! But it's too late...Blumiere, once Count Bleck, has done so much evil, that now it must end. All of it. Knowing that the essence of Timpani is still alive, it gives him peace to die. Something is fired at the Count, and Nastasia blocks it! Nastasia! No! You shot my girlfriend! Dimentio...he's alive...He fired that blow to end Count Bleck for good. He hid under Count Bleck as a minion..in order to usurp the power for himself when we beat him..He used us...for his game...for his conquest..That tricky little...You..you're a monster! ...He snaps his fingers..calling to Mr.L? But..that's Luigi, Mr. L is gone..But Luigi responds! A sprout! It's planted on him! ..He planned this.. When he "ended their games", he planted the seed in Luigi's fertile soil of his mind..and now it's sprouted..Mind controlling Luigi. You fiend! He..walks away..getting ready for "a big entrance." What could that mean..? He absorbs Luigi and the Chaos heart in a void...forming..Oh my...god....You...monster! You turned Luigi into a puppet! Yes, by the sheer dark power of the Chaos Heart, Luigi's prominence in the Prognosticus, and Dimetio's magic, he has formed and created SUPER DIMENTIO! A puppet with a clown body, and a giant black Luigi head has been formed. GREEEEEEN! Dimentio warps away Bleck..Super Dimentio opens up wide, and Dimentio enters, taking control of this destructive puppet. He is going to use this puppet..to end this world, and create a new, golden Kingdom of which he will rule! But we can't let him do that..oh no..You are going straight to Hell Dimentio! Go back to where you came from! ------------ "FINAL" FINAL BOSS: Super Dimentio Tippi Tattle: YOU CAN'T! TIPPI IS WARPED AWAY! Basically, keep jumping on his head and body from the moving platforms with faces. But he is shielded by a barrier, formed by the Chaos Heart's magic. Basically, he first starts out with launching his fists at you, and locking a crosshair on you, then launching a floating square at you, each of these hits do 3 Damage. If you jump on him enough, you get a cutscene, boasting Super Dimentio's invincibility. L-Power! The worlds termble..Oh man. we're warped outside the door to Merlon and Nolrem. The world flashes, and the realities and twisted and bended as the world's life slowly withers away into death. We are shown as various places we have visited slowly die, as reality is destroyed itself. But we are flipped to Tippi and Bleck, who are trapped in Dimension-D, perfectly safe, but in confinement. Blumiere is giving up, but Timpani..Blumiere promised they would live happily ever after, together in each other's arms..and nothing would keep them away from their goal for happiness. He PROMISED! They found each other because Blumiere remained alive, mourning for Timpani, but alive. Hey! It's O'Chunks and Mimi! They survived too! They PROMISED they would stick beside the Count until they passed on to the great beyond! This love...between lovers..loyalty..and trust..it rejuvinates the Pure Hearts...these Pure Hearts are the essence of...well..purity of the soul. When love, trust, and happiness interact between such souls, the Pure Hearts live on in the Dimensions..Tippi gathers up the Pure Hearts and is gonna deliver them to us! Just before Dimentio finishes us off, the ressurected Pure Hearts shatter Super Dimentio's barrier!...Alright!...Now..for the sake of the Dimensions, I will destroy you! And restore piece to the world! Let's do this! The Pure Hearts full heal you as the true final battle commences. HP: 200 Attack: 6 Tippi Tattle: That's Super Dimentio, a freakish blend of Dimentio, the Chaos Heart, and Luigi...That monstrous body has immense power...Concentrate attacks to the head. You'll have to climb those platforms to reach the head to attack. This is truly the final battle...winning is the only option... Strategy: Well, here we are, the final battle, we must end this to save the universe! To damage Super Dimentio, you must climb the platforms, and attack the head. Since Luigi was absorbed, you don't have a Super Jump to help you, so I recommend using someone we haven't in a while. Ohhh Thudley? Yes. Thudley. Climb up and ground pound his head for some sweet damage, repeat this process while dodging Super Dimentio's attacks. Now his moves are buffed. Instead of that single block he fires, he flashes red and fires multiple squares at you by locking on with multiple crosshairs. Just keep moving to avoid. He also attempts to jump on you, and he does his own Super Extreme Jump. You can avoid that by using Slim, or just get out of the way. It's when he launches into the air and you get the crosshair with the warning sign on it. Continue to hit him...avoiding the platforms that launch squares at you..and...he crumbles...this titan of chaos has crumbled..You did it. ------------ As Super Dimentio explodes..his head falls off, giving a death cry, he had everything, the power of Luigi, and the Chaos Heart. We did it! We undid the prophecy and averted the imminent destruction of all dimensions! What?! As he spits out Luigi..he also spits out the Chaos Heart...in once last ditch effort to destroy all worlds! That...NO! I'M SICK OF THIS! DIMENTIOOOOOOO! The Chaos Heart teleports away, and Blumiere, Mimi, and Chunks all appear. Dimentio left a shadow of his power left to control the Chaos Heart! That devil! One last thing we can do...Blumiere reveals a massive door, and the whole gang enters. ...Where are we...? Such..peaceful music... and that altar...seems familiar...Yes! It's the one where Peach and Bowser were married in the Introduction! And where the Chaos Heart appeared! ...Blumiere and Timpani are still in love..The only way to banish the Chaos Heart for good by means of the Pure Heart...is by true love. Something which these two, Blumiere and Timpani possess...But..they'll go..away..forever..it's for the best I guess. Maybe...the two can live in peace..harmony..and happiness together in the afterlife..They float up to the altar...and then everything goes white...there they are. Two lovers to the sides of the Chaos Heart...the source of all destruction..all the pain. But they still love each other, through the suffering and blackness, their love still burns bright. With this love..the Pure Hearts appear...finally destroying he Chaos Heart...! Wedding Bells...well what do you know...the bells are blessing the two lovers...all worlds are slowly restoring as the void vanishes from the sky...All worlds are drawn back, Cragnons cheer, Koopas are reassured, even Sammer Kingdom is drawn back to life and Jade Blooper and King Sammer return to their posts in a joy. "Timpani...do you remember the promise we made to each other that day?" "Yes, I remember..." "If there was a place where we could be happy together, we would find it." "Will you come with me to that place now?" "Blumiere...Of course...I will always be with you.." You are left outside on Flipside tower...Nastasia even awakes! She didn't die! The void..it has vanished...All worlds have been saved. The Light Prognosticus has been fulfilled, and all peace is restored to the dimensions. Blumiere and Timpani have overcame time and fulfilled their vows, and came to the closing of their pursuits for happiness. Maybe with the smiles and peace Blumiere and Timpani bear...so can the rest of all life...live happily...in peace..in purity. With the Pure Hearts, shining in all of us...These prophetic books of Darkness and Light... Love, happiness, friendship, journey...all these pages of this great tale come to a close as we turn the final page. We have read this book cover to cover, and experienced joy, sadness, adventure, excitement, woe, and to end it all, happiness and peace. Way to go guys. You fulfilled the prophecy, saved the world, and have brought peace back to the dimensions..Congratulations. Me and Banjo send our blessings to you, in hopes that we were of some help. Thank you for choosing this FAQ, Maybe we'll see you again some other day! As we send our blessings to you, please, have a peaceful rest of your day or night. Goodbye you guys! Thank you so much! __________________ End of Game \________________________________ Ah...what a great ending. That last chapter was nice, excellently done, Spazzy. But now...even though all worlds have been saved, the game is not truly over... You'll get a chance to save after the "The End" screen, and when you start up your finished file, every world will be opened up, every area that was once threatened by The Void need not panic any longer...Even the Sammer Kingdom in Chapter 6 has been restored. So what all can you do once the game has ended? Well, there are many things. You can finish up your recipes, hunt for treasure, fill up your card collection, or even gain level-ups. You may also try for high scores in the arcade, or better yet, take up some of the real challenges still available... Beat the Pits of 100 Trials, if you haven't already...take the 100 Sammer Guy challenge...Among other things...If you have 999 Coins, you can go to Chapter 3-4, and buy Tiptron from Francis for that amount of money. Tiptron acts just like Tippi did in the story, though it's a robotic Pixl. You can also now access the jukebox in the bar of Flipside B1...at a set price though. You just pay 10 coins and the jukebox may play a random song. If you visit the other chapters, you may notice a few surprises...try checking on Grambi in Chapter 7-4! There are many other surprises as well, if you are bothered to search all the chapters. You may find new items or extra tidbits! Basically, just have fun. Until the next Paper Mario...see ya! *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section VI | Sidequests | --------------------- __________________ Optional Pixls \________________________________ In Super Paper Mario, there are three optional Pixls. They aren't needed to finish the game, but each one can make things a bit easier. This particular part of the Sidequest will tell you how to get the Pixls. ---------------------- Barry ����� Getting Barry is easy. After finishing Chapter 3, re-enter Chapter 3-1. Check the bush Barry is hiding in and he'll join you. Barry helps you deflect projectiles back at enemies and possibly kill the enemies. ---------------------- Piccolo ������� Grabbing Piccolo is a bit of a complicated measure. It requires a semi-lengthy sidequest in order to get him. After finishing Chapter 5, go to Merlee, (Flopside fortune teller) and talk to her face-to-face, instead of across the table. She'll ask you to do a favor for her. Simply, she wants her beloved Crystal Ball, and thinks Merluvlee (Flipside fortune-teller) may have it. Talk to Merluvlee, but she wants a Training Machine. Go to Bestovius in Chapter 1-1, but he'll want a certain...something he lent to Old Man Watchitt. Head to Yold Town of Chapter 1-2 and talk to Watchitt. He wants an autograph from the lady haunting his dreams. This lady is from the shrine in Chapter 1-4, so go there. After listening to her long story, she gives you the autograph. Give the autograph to Watchitt, he'll give the "You-Know-It". Give it to Bestovius, he'll give the Training Machine. Give the machine to Merluvlee, she'll give the Crystal Ball. Give the ball to Merlee, and she'll give you a key. Use the key to unlock that locked shack in Flopside 1F that you may have seen. Inside is Piccolo! This Pixl plays tunes that can make certain blocks disappear, and also cure ailments. ---------------------- Dashell ������� Clear the Flipside Pit of 100 Trials to get Dashell. This Pixl lets you run much faster than normal. Check the "Pits of 100 Trials" part of this section for more information. __________________ Flipside Arcade \________________________________ Somewhere in Flipside, is an arcade where you can stop, rest, and play fun little minigames. Perhaps you can even set some records! This arcade is improved from TTYD's arcade place in my opinion, as the games are much more fun. Maybe it's the Wii Remote, I dunno. At any rate, this Arcade can be found in the back room of the bar in Flipside B1, by simply flipping. You can play minigames there and earn Flipside Tokens, which you can trade for some sweet prizes. There are even some very valuable items such as Power Pluses in there! In order to play the minigames though, you must pay a certain amount of those Tokens. Well how to get them? You can buy some at the counter. Here are the trade values. 1 Token = 3 Coins 5 Tokens = 15 Coins 10 Tokens = 30 Coins 50 Tokens = 150 Coins So you can just buy some Tokens if you have a surplus of coins you want to get rid of... There is one hidden minigame though, and it can be unlocked if you find the Golden Card. How to find it? Well, read this a little more to find out. ---------------------- The Golden Card ��������������� The Golden Card lets you access a hidden minigame: Hammer Whacker. Sadly, it's not like Whacka-Mole. Would've been AWESOME. Anyway, where can this Golden Card be found? Simple. Go to Flopside B1. Enter the Beveragatorium, flip, and go to the back room. Open the left chest for the Golden Card! The other chest just contains a Cooking Disk. Now just talk to The InterChet in the Flipside arcade and you'll automatically give him the Golden Card, unlocking the new minigame. Have fun! ---------------------- The Games ��������� Here I'll describe the different minigames. Beside the minigame name is the price needed for playing the game, and you'll get a basic description, the item effects, point values, and the like. I will also show the difficulty of each minigame. ------------ Forget Me Not (10 Flipside Tokens) ������������� Difficulty: Medium Control Type: Point and Click Description: Forget Me Not is a card-matching game. You'll get a brief glance at the cards, then will flip face down. It's your job to find two cards of the same type. If you fail to match two cards, you'll get a miss. Miss three times in a single round, and the game ends. If you match all the pairs, you advance a Round. Fairly simple. After 30 Rounds, the game ends by itself and your score is tallied. (Not my favorite minigame here. >_>) Items Mushroom: Gives you one more chance (if you already lost one) Star: Re-flips the cards briefly so you can refresh your memory Point Values Pair Match: 6000 Uncover Item: 3000 ------------ Mansion Patrol (10 Flipside Tokens) �������������� Difficulty: Hard Control Type: Point and Shoot Description: The mansion is haunted! It's your job to shoot down the Boos before they hurt you! Very simple, but oh so fun. Just make sure to not shoot the Toads! If you free a Toad from a Boo, he'll give you various items to help you. You also get more points if you shoot consecutive Boos without missing. (Bar the autofire powerup) The game ends if you get hit three times, or if you clear 10 Rounds. Items Mushroom: Adds an extra chance. Flower: Autofire for 10 seconds. Go wild! Star: Stuns all Boos for a short time. Point Values (Dark) Boo: 400 (480 for Nice!, 560 for Good!, 640 for Great!, 720 for Wonderful!, 800 for Excellent!) Atomic Boo: 5000 (6000 for Nice!, 7000 for Good!, 8000 for Great!, 9000 for Wonderful!, 10000 for Excellent!) Toad Saved: 3000 + Item Toad Shot: -1000 ------------ Tilt Island (10 Flipside Tokens) ����������� Difficulty: Easy/Hard (Hard if you have Bowser) Control Type: Sideways Wii Remote Description: You're on a tilting island that's being bombarded by all kinds of obstacles! Simply tilt the Wii Remote from side to side to move your character left and right. It's simple The Mario dance moves, learn them. Your objective is to collect Peachy Peaches, Mango Juices, and Fruit Parfaits. Once you gain all the needed food items, you advance a Round. However, if you collect only a specific type of food each round, you gain a "Perfect" bonus, which gives you tons of points. The game ends if you lose all your chances, or clear 20 Rounds. Items Mushroom: Adds an extra chance. Flower: Go into attack mode briefly. Star: Eliminates all enemies Point Values Peachy Peach: 4000 Mango Juice: 5000 Fruit Parfait: 7000 Item Grabbed: 3000 Squig Attacked: 1000 Spiny Egg Attacked: 1500 Spiny Tromp Attacked: 2000 ------------ Hammer Whacker (20 Flipside Tokens) (Only available if you have Golden Card) �������������� Difficulty: Medium Control Type: Wii Remote held upright with one hand Description: Hammer back the shells the Koopa Striker throws at you! To hammer, simply first hold the Wii Remote with pointer up, and bring it down like a hammer. The closer you let the shell come to you without it hitting you, the more points you get. The game ends once you lose all three chances, or if you clear all 100 Rounds. Point Values Nice!: 7000 Good!: 8000 Great!: 10000 Wonderful!: 12000 Excellent!: 15000 ---------------------- The Prizes ���������� After your hard work and fun gathering all those Flipside Tokens, just what kind of prizes can you get? Well, talk to The InterChet at the counter there and ask to trade Tokens for prizes. In actuality, the prizes aren't one-time - they are all in unlimited supply. Except for maybe the HP Plus and FP Plus items, I haven't really gotten that far with Tokens to find out. Here I'll list the prizes and the Tokens you need to "buy" them. Mystery Box - 5 Catch Card - 10 Shooting Star - 75 Ultra Shroom Shake - 150 Whacka Bump - 300 Amazy Dayzee Card - 500 HP Plus - 2500 Power Plus - 2500 __________________ Tiptron \________________________________ At the end of the game, due to story reasons, Tippi is no longer with you. But what if you want her back? Well, gather 999 coins, and talk to Francis back in Chapter 3-4. Make sure you're Peach or he won't let you in. He will sell you Tiptron for 999 Coins, and this Tiptron acts just like Tippi! ...It even thinks it's Tippi... That's creepy... __________________ Story-telling \________________________________ In the game are two people who can tell stories about the history of the game. They are Garson and Carson. Garson is the owner of the Flipside B1 bar, and Carson is the owner of the Flopside B1 bar. Personally, I think Carson has more interesting stories...you might want to check them out! Just make sure you're packed with coins... __________________ Shop Point Rewards\________________________________ The stuff you buy in shops is recorded in-game by the form of shop points. Each item you buy increases your shop point total by 1. If you get enough shop points, you gain a prize! Here are the rewards you can get. Thanks to Kratos42 for the list. *NOTE: Your shop point count resets to 0 when you get the Whacka Card, so you can acquire the shop point items all over again!* 10 Shop Points - Cake Mix 20 Shop Points - Honey Jar 30 Shop Points - Big Egg 50 Shop Points - Fresh Pasta Bunch 70 Shop Points - Power Steak 100 Shop Points - Mega Koopa card 150 Shop Points - Slimy Shroom 200 Shop Points - Golden Leaf 250 Shop Points - Ultra Shroom Shake 300 Shop Points - Whacka card __________________ Duel of 100 \________________________________ After beating the game, Chapter 6 will be re-opened. If you enter, you will have the chance to try beating all 100 Sammer Guys again. If you are properly prepared (level 40 or so and lots of healing items) you can succeed! If you beat the Duel of 100, you get the Goombella, Koops, Flurrie, Yoshi, Vivian, Bobbery, and Ms. Mowz cards! It's impossible to get the exact health for each Sammer Guy, as it's always random. The same strategy can be used against all of them, so I don't feel the need to detail them all. __________________ Pit of 100 Trials \________________________________ In Super Paper Mario, following TTYD's feature, is the Pit of 100 Trials. This pit can be found in both Flipside and Flopside, and the Flopside version is actually tougher, and has new prizes in it from the Flipside one. So in reality, there are two Pits of 100 Trials in the game. The Flopside Pit has to be cleared twice in order to get all of its treasures. Both Pits work very differently from TTYD's Pit of 100 Trials. Instead of simply beating the enemy of each floor in order to progress, you actually get a big room in the form of a Game & Watch LCD screen filled with enemies and platforms. Sometimes these platforms form a maze, but what you need to do is defeat enemies until you find the one that has the Pit Key, then find the locked door to continue to the next room. You have 5 minutes per room to do this. So yes, the time resets if you clear a room. If the time runs out before you clear a room, you get a Game Over. Each room has the same amount of enemies, and for the most part, the same platforms. The only thing randomized here is which enemy has the Pit Key, and where the locked door is found. ---------------------- Flipside Pit of 100 Trials �������������������������� Where to find: Just take elevators in Flipside all the way down. If you don't have Luigi, you can also reach this place by taking a round-about way in the Outskirts. In order to gain access, all you have to do is just press the switch on the blocks surrounding the entrance pipe. Make sure you have 100 Coins to create the pipe from here to Flipside 2F! Suggested Preparations: Level 10 to 15 is the lowest possible level needed, though make sure you're at 20 to be safe. A few large healing items are necessary, such as Ultra Shroom Shakes, or Emergency Rations and Shroom Steaks. (Those are recipes.) Merlee's Charm can also help. Also, Barry, Cudge/Bowser, and Boomer are recommended. ------------ Room 001 �������� Enemies: Squiglet (x4) Strategy: Very easy. Just Cudge or jump them. ------------ Room 002 �������� Enemies: Goomba (x5) Strategy: Nothing to note here. As easy as the first room. ------------ Room 003 �������� Enemies: Squig (x2), Squiglet (x2) Strategy: A bit harder due to the Squigs, but nothing too significant. ------------ Room 004 �������� Enemies: Sproing-Oing (x4) Strategy: Provided your attack is high enough, these should go down in one hit. If not, just use precaution. ------------ Room 005 �������� Enemies: Gloomba (x2), Goomba (x4) Strategy: Just healthier Goombas. Nothing to really be alarmed about. ------------ Room 006 �������� Enemies: Cherbil (x3) Strategy: Just be careful of the sleep gas. For the most part, you can duck their shots. ------------ Room 007 �������� Enemies: Sproing-Oing (x2), Squig (x2) Strategy: Nothing special. ------------ Room 008 �������� Enemies: Squig (x3), Squiglet (x3) Strategy: Same for room 007. Nothing different, just be wary of the shot rocks. ------------ Room 009 �������� Enemies: Gloomba (x4), Poison Cherbil (x2) Strategy: Getting poisoned here could be dangerous if you're at low levels. It seems the Poison Cherbils have a high drop rate of Dried Shrooms, so if you get poisoned, pick one up and use it if you got poisoned. ------------ Room 010 �������� Safe room. You can exit the Pit to your left, or grab the Tippi Card and continue. ------------ Room 011 �������� Enemies: Koopa Troopa (x2), Paratroopa (x2) Strategy: If you don't have Cudge, use Bowser on these Koopas. ------------ Room 012 �������� Enemies: Paragoomba (x4), Spiked Goomba (x2) Strategy: Jumping is prohibited on some of these enemies, so have Cudge or Bowser with you. If you don't have either, hope that one of the Paragoombas has the Key... ------------ Room 013 �������� Enemies: Bald Cleft (x4), Shlurp (x3) Strategy: Cudge or Boomer can take out the Clefts while Boomer can take down the Shlurps. ------------ Room 014 �������� Enemies: Goomba (x5), Koopa Troopa (x2) Strategy: The Goombas here switch dimensions, so to save time, you could switch to 3D, make all the Goombas drop, and proceed to kill them. ------------ Room 015 �������� Enemies: Boomboxer (x4), Shlurp (x2) Strategy: Try to approach the Boomboxers from behind. If it's not possible, be careful with their sound waves. Boomer while they're on-screen can stun them, Barry can reflect their sound back at them. ------------ Room 016 �������� Enemies: Koopa Troopa (x3), Tileoid G (x4) Strategy: May take a bit of time, considering the Tileoids crawl everywhere. Not hard though. ------------ Room 017 �������� Enemies: Koopa Troopa (x4) Strategy: These Koopas can flip dimensions. Make them fall to the ground and take them out. ------------ Room 018 �������� Enemies: Buzzy Beetle (x4), Squig (x3) Strategy: Nothing too big, but Cudge is almost recommended for the Buzzy's. ------------ Room 019 �������� Enemies: Koopatrol, Koopa Troopa (x2), Squiglet (x2) Strategy: Hoo, your first tough enemy here. Koopatrols deal a lot of damage, so I recommend that you Cudge them from behind or Boomer them from above. ------------ Room 020 �������� Safe room. You can exit the Pit to your left, or grab the Thoreau Card and continue. ------------ Room 021 �������� Enemies: Spiny (x6) Strategy: Cudge is recommended, but Bowser can get the job done. ------------ Room 022 �������� Enemies: Boo (x7), Gloomba (x2) Strategy: Jump on the Boos as they approach you. Pretty much it. ------------ Room 023 �������� Enemies: Cherbil (x3), Fuzzy (x4) Strategy: Fuzzys are a bit erratic, but try to predict them and jump on them. ------------ Room 024 �������� Enemies: Boing-Oing (x3), Sproing-Oing (x2) Strategy: Just stronger Sproing-Oings are here. The strategy is the same. ------------ Room 025 �������� Enemies: Chain Chomp Strategy: Just one of these. Watch how far its chain can get it, and stomp it with Bowser when it stops. ------------ Room 026 �������� Enemies: Crazee Dayzee (x3), Paragoomba (x4) Strategy: The Crazee Dayzees may make things difficult. Use Peach to block the music notes so you won't fall asleep. ------------ Room 027 �������� Enemies: Squiglet (x10) Strategy: Squiglet horde! Not too hard. ------------ Room 028 �������� Enemies: Hammer Bro. (x2), Koopa Troopa (x4) Strategy: Use Peach to block the hammers as you approach the Hammer Bros. ------------ Room 029 �������� Enemies: Rawbus (x2) Strategy: You'll have to get behind these guys in order to kill them, but that may pose a problem. One of the Rawbus might be on a small ledge. To kill him, jump up to his tail when he turns around while using Barry to damage him. ------------ Room 030 �������� Safe room. You can exit the Pit to your left or grab the Boomer Card and continue. ------------ Room 031 �������� Enemies: Tileoid B (x4), Tileoid G (x4) Strategy: Just take your time killing these enemies. ------------ Room 032 �������� Enemies: Longator (x8) Strategy: Look before you leap, basically. You never know when their heads are gonna stick out. ------------ Room 033 �������� Enemies: Cursya (x2), Growmeba, Squig (x2) Strategy: Don't touch the Cursyas, and watch out for the Growmeba. The one who keeps making the clones is the real one. ------------ Room 034 �������� Enemies: Bald Cleft (x5), Stone Buzzy (x4) Strategy: Stone Buzzys always go down in three hits no matter your attack power, so just act like you're on a pogo stick while on them. ------------ Room 035 �������� Enemies: Choppa (x5), Squig (x4) Strategy: Careful with the Choppas, they can switch dimensions, oftentimes right on you. ------------ Room 036 �������� Enemies: Ninjoe (x6) Strategy: I hate Ninjoes... Just be careful when fighting them, they may turn into bombs or immediately blow up on you. ------------ Room 037 �������� Enemies: Buzzy Beetle (x2), Spike Top (x2), Squig (x4) Strategy: Cudge is necessary here, unless you are patient with Barry. ------------ Room 038 �������� Enemies: Magikoopa (x3), Spiked Goomba (x4) Strategy: Cudge and Barry, to reflect the spells the Magikoopas throw at you. ------------ Room 039 �������� Enemies: Fire Bro. (x2), Tileoid G (x4) Strategy: Peach helps here. ------------ Room 040 �������� Safe room. You can exit the Pit to the left, or grab the Slim Card and continue. ------------ Room 041 �������� Enemies: Clubba (x6), Squiglet (x4) Strategy: Clubbas can be tough if you don't have the right timing. They are easiest as Bowser with his fire breath. ------------ Room 042 �������� Enemies: Gloomba (x4), Pokey (x4) Strategy: Pokeys can fling their bodies around, so have Barry out. ------------ Room 043 �������� Enemies: Koopa Striker (x4) Strategy: Beware of flying Koopa shells! That's all I'll have to say. Keep Peach or Barry out. ------------ Room 044 �������� Enemies: Cursya, Squig (x4), Squog (x4) Strategy: Squogs are no different from Squigs except attack and more health, but be careful of the Cursya. ------------ Room 045 �������� Enemies: Tileoid B (x4), Tileoid R (x4) Strategy: Yeah...nothing much to say here. ------------ Room 046 �������� Enemies: Goomba (x5), Paratroopa (x4) Strategy: All the enemies in here can flip dimensions. You'll have to get up to the Paratroopas manually though. ------------ Room 047 �������� Enemies: Cherbil (x2), Ice Cherbil (x2), Poison Cherbil (x2) Strategy: Two of each kind here! Just keep Peach out and block the gas. ------------ Room 048 �������� Enemies: Clubba (x4), Magikoopa (x4) Strategy: Sturdy enemies, but they shouldn't be much trouble against Barry. ------------ Room 049 �������� Enemies: Squog (x10) Strategy: Just like the Squiglet horde from before, except more dangerous! Keep Barry out. ------------ Room 050 �������� Safe room. You can exit the Pit to the left, or grab the Thudley Card and continue. ------------ Room 051 �������� Enemies: Buzzy Beetle (x2), Spiny (x6) Strategy: A few of the Spinys can flip dimensions, but this room isn't too hard regardless. ------------ Room 052 �������� Enemies: Pigarithm (x3) Strategy: Just flip to 3-D so that they can all fall to the ground, and kill them then. ------------ Room 053 �������� Enemies: Spania (x5), Tileoid B (x3) Strategy: New enemies here, may have to have Barry out just in case Spanias drop down on you from a higher ledge. ------------ Room 054 �������� Enemies: Clubba (x4), Dry Bones (x4) Strategy: Bowser's great here. ------------ Room 055 �������� Enemies: Hooligon (x3) Strategy: Pretty easy. Just stay back and jump on them as they bounce up. ------------ Room 056 �������� Enemies: Dark Boo (x4), Tech Cursya Strategy: Don't touch the Cursya, and be watchful of any Dark Boos that pop out. ------------ Room 057 �������� Enemies: Ice Cherbil (x3), Zoing-Oing (x3) Strategy: Stronger enemies but not that big of a deal. Just don't get frozen. ------------ Room 058 �������� Enemies: Amazy Dayzee, Crazee Dayzee (x8) Strategy: Use Peach against them, or Dottie to shrink so they won't see you. ------------ Room 059 �������� Enemies: Squig (x4), Yellow Magiblot (x3) Strategy: Yeah. Barry would be useful here, definitely. ------------ Room 060 �������� Safe room. You can exit the Pit to the left, or grab the Carrie Card and continue. ------------ Room 061 �������� Enemies: Beepboxer (x5), Cursya, Heavy Cursya Strategy: Reflect with Barry or block with Peach against the Beepboxers. Be cautious of the Cursyas again. ------------ Room 062 �������� Enemies: Dark Boo (x4) Dull Bones (x4) Strategy: Dull Bones are just stronger versions of Dry Bones (weird, since they were weaker than Dry Bones in the previous game). Bowser and Boomer team work great here. ------------ Room 063 �������� Enemies: Boomerang Bro. (x3), Clubba (x4) Strategy: Peach is recommended here. ------------ Room 064 �������� Enemies: Tileoid R (x4), Tileoid Y (x4) Strategy: Some fast Tileoids here. Time your attacks well! ------------ Room 065 �������� Enemies: Blomeba, Growmeba Strategy: Some serious cloning experiments are going on in here... Stop them before they spread! ------------ Room 066 �������� Enemies: Ninjoe (x3), Skellobit (x3) Strategy: The Skellobits will actually be a pain if you don't take out the Ninjoes, so get those ninjas first. ------------ Room 067 �������� Enemies: Longadile (x6), Longator (x4) Strategy: Don't let them poke you through the walls! ------------ Room 068 �������� Enemies: Hammer Bro. (x2), Squog (x4), Squoinker (x3) Strategy: Keep Peach out to protect from the Hammer rain. Otherwise, nothing too hard, once again. ------------ Room 069 �������� Enemies: Soopa Striker (x7) Strategy: Best idea is to use Dottie with Bowser here. They won't see you, thus they won't attack, just standing around doing nothing. ------------ Room 070 �������� Safe room. You can exit the Pit to the left, or grab the Fleep Card and continue. ------------ Room 071 �������� Enemies: Bald Cleft (x4), Moon Cleft (x5) Strategy: Yeah, just whack 'em. Or, use Carrie to hop on them. ------------ Room 072 �������� Enemies: Jawbus (x2) Strategy: Use the same strategy against the Rawbus room. Nothing too special. ------------ Room 073 �������� Enemies: Cursya (x2), Heavy Cursya (x2), Reversya Cursya (x2), Tech Cursya (x2) Strategy: Cursyas galore! Be careful here, you don't want to be stacked with curses. ------------ Room 074 �������� Enemies: Copta (x6) Strategy: Just keep your eyes open for any Coptas that may appear right on you. Don't want to die unexpectedly! ------------ Room 075 �������� Enemies: Ruff Puff (x10) Strategy: Yeah, Peach would be advisable here. ------------ Room 076 �������� Enemies: Beepboxer (x3), Blastboxer (x3), Boomboxer (x3) Strategy: Three of a kind! Use Boomers to stun them for the kill, or reflect their sound back at them with Barry. ------------ Room 077 �������� Enemies: Blue Magiblot (x4), Squog (x3) Strategy: Keep Barry out to deflect any Magiblot spells. ------------ Room 078 �������� Enemies: Blomeba, Chromeba Strategy: Don't let them clone too much, otherwise it'll be too much to bear! ------------ Room 079 �������� Enemies: Skellobit (x5), Spiky Skellobit (x2) Strategy: Nothing too big, like usual. They're pretty easy enemies, as far as I'm concerned. These guys can flip dimensions though. ------------ Room 080 �������� Safe room. You can exit the Pit to the left, or grab the Cudge Card and continue. ------------ Room 081 �������� Enemies: Hogarithm (x3), Tileoid Y (x4) Strategy: Flip to kill the Hogarithms, and scavenge around for the Tileoids. ------------ Room 082 �������� Enemies: Red Magiblot (x5), Squoinker (x2) Strategy: Kind of a tough room here, but you can make it, I'm sure. Just keep Barry out. ------------ Room 083 �������� Enemies: Cherbil (x3), Pink Fuzzy (x5) Strategy: Pink Fuzzys are more powerful, so be careful with their erratic behavior. ------------ Room 084 �������� Enemies: Shlorp (x3), Spania (x4) Strategy: I can't really say much...just be careful around the Spanias and bomb the heck out of the Shlorps. ------------ Room 085 �������� Enemies: Dark Boo (x6), Poison Pokey (x4) Strategy: Keep Peach out and guard whenever possible. You do not want to get poisoned. ------------ Room 086 �������� Enemies: Koopatrol (x5), Magikoopa (x4) Strategy: Hm...Possibly Peach and Barry here? Again, sneak up behind the Koopatrols if you can. ------------ Room 087 �������� Enemies: Chromeba, Copta (x4), Reversya Cursya (x2) Strategy: Kill the Chromeba first so it doesn't spread around, then kill the rest of the enemies. ------------ Room 088 �������� Enemies: Ninjoe (x4), Ninjohn (x3) Strategy: NINJAS! THOUSANDS OF THEM! ...So yeah, these annoying guys again. Be very careful with them. ------------ Room 089 �������� Enemies: Headbonk Goomba (x29) Strategy: There are probably 30 of them, but eh. It seems like a lot, but their attack isn't so great. The only problem with them is they can swarm you easily given their number. ------------ Room 090 �������� Safe room. You can exit the Pit to the left, or grab the Dottie Card and continue. ------------ Room 091 �������� Enemies: Gawbus (x2) Strategy: Exact same strategy as with the Jawbus room and Rawbus room. ------------ Room 092 �������� Enemies: Ninjerry, Ninjoe (x3), Ninjohn (x3) Strategy: NINJAS! THOUSANDS OF THEM! ...Part two. Yep...I hate this room so much. It may be possible to beat them more easily with Peach. ------------ Room 093 �������� Enemies: Cursya (x2), Ninjerry (x3), Skellobit (x5) Strategy: More of those damned ninjas. Block the stars they throw with Peach as you take out the less threatening enemies. ------------ Room 094 �������� Enemies: Fire Bro. (x4), Squoinker (x3) Strategy: Keep Peach for this room. ------------ Room 095 �������� Enemies: Skellobit (x9), Spiky Skellobit (x5) Strategy: Keep your eyes open and be precise with your hits here. Or just use Bowser's fire breath. ------------ Room 096 �������� Enemies: Boomerang Bro. (x2), Fire Bro. (x2) Strategy: Not too bad a room here, just keep Peach out. ------------ Room 097 �������� Enemies: Squiglet Strategy: ...You gotta be kidding me, right? This is so easy! But...usually if there's an easy room in an area like this, that the next room is going to be really hard...so be prepared. ------------ Room 098 �������� Enemies: Red Chomp (x4) Strategy: Hm...not too hard...unless you consider Chain Chomps hard to begin with. These are just Chain Chomps with more defense. Let's prepare for the next room... ------------ Room 099 �������� Enemies: Blue Magiblot (x3), Red Magiblot (x3), Yellow Magiblot (x3) Strategy: Yikes! This can really kill you if you're not careful. Get out Barry and use it a lot here. If you defeated them all, pat yourself on the back. Time for the final room... ------------ Room 100 �������� Wracktail boss! He's much like Fracktail in Chapter 1, but much stronger. If you have Luigi, then his Super Jump works wonders. For more details on the fight, check the Bosses section. For defeating Wracktail, you get Dashell, who allows you to run faster by holding the 1 Button while he's out. ---------------------- Flopside Pit of 100 Trials �������������������������� Where to find: Just take elevators in Flopside all the way down. You can also reach this place by taking a round-about way in the Outskirts. In order to gain access to the entrance, you'll have to get on top of the blocks obstructing the entrance pipe, and use Fleep on the glowing dimensional crack there. (Note: The dimensional crack will NOT appear there until you finish the Flipside Pit.) Hit the switch that appears and some of the blocks will move out of the way to allow entry. You can get up there as Luigi. Make sure you have 100 Coins to create the pipe from here to Flopside 2F! Suggested Preparations: Level 25 to 30 is the lowest possible level needed, but I would recommend leveling to at least 40, or when your HP is around 100. Many large healing items is also recommended. Stock up on at least four or five Emergency Rations (they are recipes), and three Shroom Steaks. You can even try to make Dyllis Deluxes! But I do recommend stocking up on healing items that heal huge amounts, and saving two spaces for any minimalist-healing items that may appear, or if Flimm shows up, you can buy stuff from him. A Block Block item may be useful if you're in a pinch. Also, have a Merlee's Charm with you. ------------ Room 001 �������� Enemies: Dark Goomba Strategy: Nothing to note. Just a lone Dark Goomba who holds the Pit Key here. Stomp on it and unlock the door to the next room. ------------ Room 002 �������� Enemies: Dark Goomba (x6), Dark Koopa (x3) Strategy: Just keep Cudge out for this room so you can kill the Koopas easily. ------------ Room 003 �������� Enemies: Dark Goomba (x3), Dark Paragoomba (x3), Dark Tech Cursya Strategy: Keep your jumping button ready, but keep Cudge out. If you touch the Cursya, just use Piccolo to get rid of the curse. ------------ Room 004 �������� Enemies: Dark Paragoomba (x8) Strategy: Nothing but Dark Paragoombas! Just jump on them to be safe. ------------ Room 005 �������� Enemies: Dark Koopa (x3), Dark Spiked Goomba (x3) Strategy: Cudge only. That's it. Don't bother jumping on any enemies. ------------ Room 006 �������� Enemies: Dark Cherbil (x2), Dark Squiglet (x4) Strategy: Dark Squiglets are nothing to worry about, but be cautious of the Dark Cherbils. ------------ Room 007 �������� Enemies: Dark Spiny (x3), Dark Squiglet (x2) Strategy: Same as room 005, but be careful with the Dark Squiglets! You're better off sneaking up from behind to kill them. ------------ Room 008 �������� Enemies: Dark Cursya, Dark Goomba (x3), Dark Spiny (x4) Strategy: Cudge. Make sure not to touch the Cursya here. ------------ Room 009 �������� Enemies: Dark Koopa (x2), Dark Spike Top (x5) Strategy: Once again, Cudge. The enemies are of no real threat here. ------------ Room 010 �������� Safe room. You can exit the Pit to the left, or grab the Dashell card and continue. ------------ Room 011 �������� Enemies: Dark Fuzzy (x4), Dark Squiglet (x3) Strategy: Dark Fuzzys can be a bit unpredictable, so you may need to be safe by jumping on them. ------------ Room 012 �������� Enemies: Dark Stone Buzzy (x4) Strategy: Yeah, Stone Buzzys always require three hits to defeat. Kill them faster by bouncing on them. ------------ Room 013 �������� Enemies: Dark Cleft (x2), Dark Heavy Cursya, Dark Paratroopa (x3) Strategy: Another room with a Cursya. Don't touch it, use Cudge on the Clefts, and just jump on the Dark Paratroopas once to ground them, then Cudge them. ------------ Room 014 �������� Enemies: Dark Cleft (x2), Dark Paragoomba (x4) Strategy: Beware the Dark Paragoombas in close quarters, but the Dark Clefts are easy. ------------ Room 015 �������� Enemies: Dark Goomba (x4), Dark Spania (x3) Strategy: Dark Spanias can be tricky, but since they are 3-D enemies, flip to 3-D and back to bring them down to your level and Cudge them carefully. ------------ Room 016 �������� Enemies: Dark Dull Bones (x2), Dark Spiny (x4), Dark Tech Cursya Strategy: Dark Dull Bones...Boomer is recommended, unless they're not in narrow ledges, then use Bowser's fire breath. Again, don't touch the Cursya. ------------ Room 017 �������� Enemies: Dark Spike Top (x3), Dark Stone Buzzy (x3) Strategy: Not much here. Just hammer the Spike Tops and bounce on the Stone Buzzys. ------------ Room 018 �������� Enemies: Dark Fuzzy (x3), Dark Spiked Goomba (x4) Strategy: Jump the Fuzzys, hammer the Spiked Goombas. ------------ Room 019 �������� Enemies: Dark Dull Bones (x4), Dark Goomba (x2) Strategy: Boomer's the best here. ------------ Room 020 �������� Safe room. You can exit the Pit to the left, or grab the Goombario card and continue. ------------ Room 021 �������� Enemies: Dark Fuzzy (x3), Dark Pokey (x3), Dark Reversya Cursya Strategy: Another Cursya danger. Dark Pokeys are nothing to scoff at, beware of poisoning. ------------ Room 022 �������� Enemies: Dark Spania (x7) Strategy: Dark Spanias galore! Use Cudge, but be careful. ------------ Room 023 �������� Enemies: Dark Fuzzy (x5), Dark Longator Strategy: Be vigilant when jumping to higher or lower platforms...that Dark Longator can be tricky. ------------ Room 024 �������� Enemies: Dark Dull Bones (x4), Dark Paragoomba (x2), Dark Pokey (x2) Strategy: Boomer again. Just use Boomer to take out every enemy. ------------ Room 025 �������� Enemies: Dark Cleft (x3), Dark Ruff Puff (x4) Strategy: Use Barry or Peach against the Ruff Puffs! Barry can also be used on the Clefts, but Cudge is easier. ------------ Room 026 �������� Enemies: Dark Dark Boo (x6) Strategy: I tried to be as accurate as possible on the number of Dark Dark Boos here...just stand still, let them appear, and hit them with Cudge. If you still don't have the key, flip to 3-D and search for stragglers. ------------ Room 027 �������� Enemies: Dark Heavy Cursya, Dark Squiglet (x3), Dark Ruff Puff (x3) Strategy: Nothing too big here. Barry or Peach to avoid the lightning and rocks. ------------ Room 028 �������� Enemies: Dark Spania (x4), Dark Stone Buzzy (x2) Strategy: Nothing new here. Hammer Spanias and bounce on Stone Buzzys. ------------ Room 029 �������� Enemies: Dark Dark Boo (x5), Dark Goomba (x3) Strategy: Cudge here. Remember the Dark Dark Boo strategy from the other room. ------------ Room 030 �������� Safe room. You can exit the Pit to the left, or grab the Kooper card and continue. ------------ Room 031 �������� Enemies: Dark Ruff Puff (x4), Dark Shlurp (x2) Strategy: Boomer is a necessity here. Dark Shlurps take three Boomers to kill, so be patient with them. ------------ Room 032 �������� Enemies: Dark Sproing-Oing (x4), Dark Squiglet (x3) Strategy: I recommend hammering the Sproing-Oings so that they won't split up and mess you up. ------------ Room 033 �������� Enemies: Dark Choppa (x4), Dark Pokey (x2) Strategy: Dark Choppas can be dangerous. Just make sure they don't spawn right on you... ------------ Room 034 �������� Enemies: Dark Boomboxer (x5) Strategy: Use Barry to protect you from those painful sound waves! Barry's also pretty much the best way to defeat these. ------------ Room 035 �������� Enemies: Dark Growmeba (x3), Dark Squiglet (x2), Dark Reversya Cursya Strategy: Attack of the clones! Take out the Dark Gromebas with any attack items you may have acquired. ------------ Room 036 �������� Enemies: Dark Boomboxer (x6), Dark Cursya Strategy: Barry is advisable here again. ------------ Room 037 �������� Enemies: Dark Growmeba (x2) Strategy: Pretty simple. Easier than room 35, so just use Cudge or jump on them. ------------ Room 038 �������� Enemies: Dark Cherbil (x4) Strategy: Be careful here! If some Dark Cherbils are at tight spots, don't be afraid to use Peach to block the gas. ------------ Room 039 �������� Enemies: Dark Dark Boo (x9), Dark Megabite Strategy: Tons of Dark Dark Boos and a dangerous Dark Megabite! This is one scary room... Use the tactic against Dark Dark Boos, and for the Dark Megabite...if you have to fight it, use Peach. She's slightly taller than Mario and Luigi, and is able to hit things higher up with Cudge. ------------ Room 040 �������� Safe room. You can exit the Pit to the left, or grab the Bombette card and continue. ------------ Room 041 �������� Enemies: Dark Striker (x6) Strategy: Holy...The only choice is to use Cudge here, but be very careful of any stray shells! You can also use Bowser + Dottie here if you have too much trouble. ------------ Room 042 �������� Enemies: Dark Cursya, Dark Heavy Cursya, Dark Shlurp (x3) Strategy: Take it nice and slow here...you have to anyway, because of Shlurps. ------------ Room 043 �������� Enemies: Dark Boomboxer (x4), Dark Choppa (x4) Strategy: Barry! You can just jump on the Dark Choppas to kill them. Barry is essential here. ------------ Room 044 �������� Enemies: Dark Reversya Cursya, Dark Sproing-Oing (x3), Dark Tech Cursya Strategy: Nothing special here, just don't touch the Cursyas. ------------ Room 045 �������� Enemies: Dark Shlurp (x4) Strategy: Time-consuming battle here! Just be patient and make the best of it. Don't rush and end up screwing up somehow. ------------ Room 046 �������� Enemies: Dark Goomba (x2), Dark Hammer Bro. (x4) Strategy: Take out Peach as soon as possible! That way, you'll avoid hammers as you deal some hammerage yourself. ------------ Room 047 �������� Enemies: Dark Boomerang Bro. (x4), Dark Paragoomba (x2) Strategy: You can use Barry to reflect the boomerangs, but it's safer to use Peach. However, you do get knocked back by the boomerangs when guarding, so it is best to just wait as the boomerangs come back and ambush them. ------------ Room 048 �������� Enemies: Dark Fire Bro. (x4), Dark Spiked Goomba (x2) Strategy: It's not beneficial to use Barry here, so either use Peach or be very careful with the fireballs. ------------ Room 049 �������� Enemies: Dark Magikoopa (x2), Dark Squiglet (x2), Dark Striker (x4) Strategy: For the most part, just your presence in the room can cause Dark Strikers to attack and...well...kill other enemies. Use that to your advantage here. ------------ Room 050 �������� Safe room. You can exit the Pit to the left, or grab the Parakarry card and continue. ------------ Room 051 �������� Enemies: Dark Muth Strategy: Yes, a Dark Muth. Don't be scared by its stats if you tattle it though, it's extremely easy. Simply get up behind it, and while it's turning around, constantly pound him with Cudge. ------------ Room 052 �������� Enemies: Dark Chomp (x2) Strategy: Fairly easy. Just wait until they lunge and hammer them. Or jump them if you have the space. ------------ Room 053 �������� Enemies: Dark Clubba (x5) Strategy: These are something you should watch out for if they're walking around. Just hammer them from behind if you can, or just hammer them while they're sleeping. If you don't have an attack that does around 60 damage, you might have to hammer them, then escape quickly. ------------ Room 054 �������� Enemies: Dark Squiglet (x16) Strategy: Tons of Dark Squiglets! Just don't get careless and get hit. Hammer them from behind. ------------ Room 055 �������� Enemies: Dark Spania (x7), Dark Squiglet (x2) Strategy: Use Cudge carefully here. Don't blink when facing the Spanias. ------------ Room 056 �������� Enemies: Dark Boomerang Bro. (x4), Dark Goomba (x2), Dark Tech Cursya Strategy: Use the same strategy you used earlier against boomerangs, bro. ------------ Room 057 �������� Enemies: Dark Tileoid (x8) Strategy: Dark Tileoids are fast! ...So it's best to just wait for them to come to you. Stand in the middle and watch for them. ------------ Room 058 �������� Enemies: Dark Cursya, Dark Hammer Bro. (x4) Strategy: Take Peach out again! Just don't guard while the Cursya is near... ------------ Room 059 �������� Enemies: Dark Magikoopa (x3), Dark Striker (x3) Strategy: Do what I did. Use Dottie to take out the Magikoopas, then stand in a safe spot and let the Dark Strikers kill themselves. ------------ Room 060 �������� Safe room. You can exit the Pit to the left, or grab the Bow card and continue. ------------ Room 061 �������� Enemies: Dark Chomp (x2), Dark Magikoopa (x4) Strategy: Barry's good here due to the horde of Magikoopas... ------------ Room 062 �������� Enemies: Dark Eeligon (x2), Dark Magikoopa (x2), Dark Pigarithm Strategy: Flip to 3-D and take care of the Pigarithm and Eeligons first, then take on the Magikoopas with Barry. ------------ Room 063 �������� Enemies: Dark Heavy Cursya (x2), Dark Magikoopa (x3), Dark Tileoid (x2) Strategy: Barry can help take out the other enemies too as well as reflect magic attacks, so take note of that. ------------ Room 064 �������� Enemies: Dark Ninjoe (x5) Strategy: OH GOD I HATE THESE THINGS. I just used Thoreau to throw them into each other. The last one...just pray you get a lucky hit. ------------ Room 065 �������� Enemies: Dark Chomp (x2), Dark Fire Bro. (x4) Strategy: Whew...be careful here. Lots of nuisances. One Dark Chomp may appear on a small ledge...try to attack it from above, if you can. ------------ Room 066 �������� Enemies: Dark Hammer Bro. (x6) Strategy: Peach time again! She's really helpful blocking those hammers. ------------ Room 067 �������� Enemies: Dark Clubba (x4), Dark Tech Cursya (x4) Strategy: Even amounts of enemies, eh? I used Boomer here. He's great for attacking from above, especially on immobile targets. ------------ Room 068 �������� Enemies: Dark Clubba (x4), Dark Koopatrol (x2) Strategy: Boomer's your best friend against the Clubbas. As for the Koopatrols, hammer them from behind. ------------ Room 069 �������� Enemies: Dark Cherbil (x2), Dark Megabite, Dark Ninjoe (x3) Strategy: Another hard room. Use Peach through all this, as her guard can even keep away the Dark Megabite! ------------ Room 070 �������� Safe room. You can exit the Pit to the left, or grab the Watt card and continue. ------------ Room 071 �������� Enemies: Dark Jawbus (x2) Strategy: Just get behind them and attack. If they are particularly annoying, you might need to flip to get around them, or use an attack item. ------------ Room 072 �������� Enemies: Dark Koopa (x3), Dark Koopatrol (x4) Strategy: Turtle attack. The Koopatrols can hurt, so be extra careful. Cudge is your friend here. ------------ Room 073 �������� Enemies: Dark Barribad Strategy: The only enemy in here! Just use Barry to deflect its shot. It dies in one hit. ------------ Room 074 �������� Enemies: Dark Choppa (x2), Dark Eeligon (x4) Strategy: Nothing too difficult. Eeligons are slow and easy, Choppas are fairly quick but dodgeable. ------------ Room 075 �������� Enemies: Dark Dayzee, Dark Pigarithm (x4) Strategy: Flip to 3-D and kill the Pigarithms, and use Dottie to chase after the Dark Dayzee and kill it. ------------ Room 076 �������� Enemies: Dark Koopatrol (x6) Strategy: May be safe to use Boomer to attack from above. If not, Cudge from afar or from behind them will do. ------------ Room 077 �������� Enemies: Dark Ninjoe (x5), Dark Tileoid (x2) Strategy: UGH, what a horrible room. Wait for both enemies and try to land precise jumps on them, particularly when the Ninjoes throw a ninja star. ------------ Room 078 �������� Enemies: Dark Skellobit (x3), Dark Ninjoe (x2) Strategy: Eh, this room isn't so bad. Boomer, Cudge, and jumping are your friends here. ------------ Room 079 �������� Enemies: Dark Skellobit (x4), Dark Spiky Skellobit (x2) Strategy: Easier than the previous room! Just take your time hammering these guys. ------------ Room 080 �������� Safe room. You can exit the Pit to the left, or grab the Sushie card and continue. ------------ Room 081 �������� Enemies: Dark Cursya (x2), Dark Spiky Skellobit (x3) Strategy: For being this far, a surprisingly easy room. Cudge all the way. ------------ Room 082 �������� Enemies: Dark Cherbil (x2), Dark Magikoopa (x5) Strategy: Use Barry! Barry's always awesome. ------------ Room 083 �������� Enemies: Dark Skellobit (x9), Dark Spiky Skellobit Strategy: Use a combination of Boomer and Cudge. Easy. ------------ Room 084 �������� Enemies: Dark Jawbus (x4) Strategy: Slow enemies, but kinda hard to hit. Might have to use Luigi's Super Jump for the ones above you. ------------ Room 085 �������� Enemies: Dark Magiblot (x5) Strategy: OH GOD, these guys are PAINFUL. Peach and Cudge is best here. ------------ Room 086 �������� Enemies: Dark Koopatrol (x5), Dark Reversya Cursya (x3) Strategy: Boomer and Cudge here. ------------ Room 087 �������� Enemies: Dark Squiglet (x6), Dark Striker (x4) Strategy: Kinda easy here. The Squiglets are just meat for the Dark Strikers to kill. ------------ Room 088 �������� Enemies: Dark Longator (x12) Strategy: Fairly simple here. You can use Thoreau and throw the Longators at each other, and use Luigi's Super Jump for those guarding ledges. ------------ Room 089 �������� Enemies: Dark Magiblot (x6), Dark Tileoid (x3) Strategy: Peach. Guard against the shots and quickly Cudge 'em. Tileoids are a piece of cake. ------------ Room 090 �������� Safe room. You can exit the Pit to the left (why would you now?), or grab the Lakilester card and continue. ------------ Room 091 �������� Enemies: Dark Cursya (x3), Dark Heavy Cursya (x3), Dark Reversya Cursya (x3), Dark Tech Cursya (x3) Strategy: Cursyas galore! Cudge them to death. Just be thankful they didn't include a Back Cursya type here... ------------ Room 092 �������� Enemies: Dark Magikoopa (x4), Dark Squiglet (x3) Strategy: Miiight be good to have Barry here... ------------ Room 093 �������� Enemies: Dark Boomerang Bro. (x3), Dark Fire Bro. (x3), Dark Hammer Bro. (x3) Strategy: Peach is extremely recommended here. Seriously. She can save your hide here. ------------ Room 094 �������� Enemies: Dark Cherbil (x3), Dark Dayzee, Dark Magiblot (x5) Strategy: Keep Peach out. That's all I have to say. These last few battles, she is gonna seem really helpful. ------------ Room 095 �������� Enemies: Dark Headbonk Goomba (x25) Strategy: WOAH. These guys don't do much damage, but they can really rack it up in these large numbers! Cudge, jump, do anything! ------------ Room 096 �������� Enemies: Dark Jawbus (x4), Dark Megabite Strategy: Another time-consuming area. Be patient, take every opportunity. ------------ Room 097 �������� Enemies: Dark Skellobit (x6), Dark Spiky Skellobit (x6) Strategy: Cudge and/or Boomer. Either way, these guys are fairly easy. ------------ Room 098 �������� Enemies: Dark Muth (x2) Strategy: Easy. Just make sure the second Dark Muth isn't nearby when you're wailing on the other. ------------ Room 099 �������� Enemies: Dark Boomerang Bro., Dark Fire Bro. (x2), Dark Hammer Bro. (x3), Dark Koopatrol (x6) Strategy: Peach with Cudge, but this room is still fairly hard even with that combination. Know why? There are SO FREAKING MANY ENEMIES. If you keep guarding long enough, you'll keep getting attacked while bouncing around until you land on a Koopatrol's spike, thus keeping you open for attack. Yeah, that is how mean this room is. You might need to use a big healing item while here. ------------ Room 100 �������� Enemies: Shadoo Strategy: Dark Luigi is the same as the Mr. L fight, Dark Bowser is the same as any other Bowser fight in the game, Dark Peach just floats around and blocks attacks except for right when she lands, and Dark Mario acts like you, but has major after-lag when he uses his hammer. For detailed strategies, check the bosses section. Afterwards, collect all the cards! You deserved it! *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section VII | Enemies | --------------------- Information on enemies and their attributes will be from Tippi's "Tattle" (pointing and clicking an enemy) here. This is basically just a list of enemies sorted in alphabetical order. Note that you may encounter some enemies who can flip dimensions, while others may not. Like Goombas. Normally they only dwell in one dimension, but some can flip dimensions to follow you. In most cases, Tippi's tattle changes slightly for these dimension-flipping enemies. ---------------------- AirMeow ������� HP: 5 Attack: 2 Defense: 1 (2 against fire) Description: That's an AirMeow. These security bots patrol the skies around Fort Francis... They will attack any invader they see... I think Francis bought these robots on the Internet and customized them himself... ---------------------- Amazy Dayzee ������������ HP: 30 Attack: 10 Defense: 0 Description: That's an Amazy Dayzee. They're very rare and elusive creatures... They are rarely seen. When they are spotted, they tend to run away quickly... Their songs are also very potent. Many consider them very challenging to hunt... ---------------------- Atomic Boo ���������� HP: 10 Attack: 2 Defense: 0 Description: That's an Atomic Boo. That is one enormous Boo... It will follow you until you turn around, then it just disappears... It has a lot of HP, so you may want to use an item when your back is turned... Some say this Boo is a huge, massive ball of many smaller Boos... ---------------------- Back Cursya ����������� HP: 1 Attack: 1 Defense: 0 Description: That's a Back Cursya. It is a vile monster that curses everything it touches... It will send you back to where you came from... In our case, one touch, and we would be sent straight back to Flipside... ---------------------- Bald Cleft ���������� HP: 2 Attack: 1 Defense: 2 Description: That's a Bald Cleft. You might confuse this rock-hard foe with a rock... Flames won't scorch this foe... Set off an explosion near it to flip it over. Then it'll be vulnerable to attack... ---------------------- Barribad �������� HP: 4 Attack: 2 Defense: 0 Description: That's a Barribad. It can shield itself with a strong barrier... It also shoots rings of energy from its mouth... You can't break its barrier, but you can flip to get places it might not want you to... ---------------------- Beepboxer ��������� HP: 10 Attack: 4 Defense: 0 Description: This Beepboxer blasts blaring sounds at anyone it doesn't like... It gets startled by its own loud noises... Maybe it's mad because people keep interrupting its music-listening time... ---------------------- Bill Blaster ������������ HP: 5 Attack: 2 Defense: 3 Description: This cannon is called a Bill Blaster. They shoot Bullet Bills at you... They are also immune to flames... Don't approach them straight on, or you'll get shot. Attack from above... ---------------------- Bittacuda ��������� HP: 10 Attack: 2 Defense: 0 Description: That fish is a Bittacuda. It's a carnivorous beast with vicelike jaws... It will try to eat anything that swims by... If you insist on fighting this fish, I would suggest flipping dimensions... I do hear these voracious sea beasts are quite tasty... ---------------------- Blastboxer ���������� HP: 16 Attack: 6 Defense: 0 Description: This Blastboxer blares sound at anyone it doesn't like... It gets startled by its own loud noises... I wonder if its neighbors even complain about the noise... ---------------------- Blomeba ������� HP: 5 Attack: 2 Defense: 0 Description: That's a Blomeba. It clones itself constantly to annoy its enemies... If you defeat the main one, the clones will die... The primary one has slightly different moves and looks, so watch closely... ---------------------- Blooper ������� HP: 1 Attack: 2 Defense: 0 Description: That's a Blooper. This squiddy foe happily bobs up and down in the ocean... It will try to eat you if it sees you... But I hear that it won't try to attack you if you stand on the bottom of the ocean. ---------------------- Blue Magiblot ������������� HP: 25 Attack: 4 Defense: 0 Description: That's a Blue Magiblot. These mad mages live in the space between dimensions... They only appear long enough to hurl spells at you... They use magic, so I assume they are quite intelligent, but nobody knows for sure... Blue Magiblots are known for their high HP... ---------------------- Boing-Oing ���������� HP: 8 Attack: 2 Defense: 0 Description: This is a Boing-Oing... It's a stronger relative of the Sproing- Oing... If you hurt it, it will split into multiple Mini-Boings... If you don't time your jump perfectly, you'll get hurt... I wonder how it got so many pretty colors... ---------------------- Boo ��� HP: 4 Attack: 1 Defense: 0 Description: That bashful specter is a Boo. It's very fond of dark places... It will disappear if you stare at it too long... But it will reappear and chase after you the moment you turn your back on it... To outfox it, let it approach with your back turned, then attack or use an item... ---------------------- Boomboxer ��������� HP: 4 Attack: 2 Defense: 0 Description: This Boomboxer blasts cones of pure sound at anyone it doesn't like... It gets startled by its own loud noises... What would drive a music lover to listen to anything that loud... ---------------------- Boomerang Bro. �������������� HP: 10 Attack: 3 Defense: 1 Description: This is a Boomerang Bro. These Koopas love to throw their boomerangs... (This one seems to have learned how to flip between dimensions...) A tough foe indeed... The boomerangs fly back, so watch the back of your head... ---------------------- Bullet Bill ����������� HP: 1 Attack: 2 Defense: 0 Description: That's a Bullet Bill. They get shot out of Bill Blasters... They just fly straight... You can defeat them, but the Blaster will just keep shooting them at you... ---------------------- Buzzy Beetle ������������ HP: 1 Attack: 1 Defense: 3 Description: This is a Buzzy Beetle... It's much tougher than it looks... Even flames won't scorch its hard shell... Sometimes, they cling to the ceiling and drop down on your head when you walk by... Not very friendly, Buzzy... Shame on you... ---------------------- Chain Chomp ����������� HP: 4 Attack: 1 Defense: 4 Description: That snarling, tethered iron ball is a Chain Chomp... Even flames can't hurt this beast... Its strong Defense protects it from most attacks. Try using items and Pixls... ---------------------- Cheep Cheep ����������� HP: 2 Attack: 1 Defense: 0 Description: That's a Cheep Cheep. Like all fish, it lives entirely underwater... It swims along lazily, minding its own fishy business... No important characteristics of note... It's a fish... ---------------------- Cherbil ������� HP: 5 Attack: 2 Defense: 0 Description: That's a Cherbil. It's a nasty gasbag that spews a plume of sleepy gas... That gas will put you to sleep, so don't go sniffing it... Some say the gas comes from their mouths. Some say it comes from elsewhere... ...Oh dear... ---------------------- Choppa ������ HP: 5 Attack: 1 Defense: 0 Description: That Choppa is a strange organism that flies through the air...and dimensions... It's hard to track, as it occasionally flips... However, it occasionally stops to rest. That's your chance... ---------------------- Chromeba �������� HP: 10 Attack: 3 Defense: 0 Description: That's a Chromeba. It clones itself constantly to overwhelm its enemies... If you defeat the main one, the clones will die... The primary one has slightly different moves and looks, so watch closely... For fun, you can let it clone and then stomp on the main one to destroy them all... ---------------------- Clubba ������ HP: 20 Attack: 3 Defense: 0 Description: This chubby brawler is called a Clubba. Interestingly, they love to take naps... They will fall asleep if you lose them, so take them out before they wake up... ---------------------- Copta ����� HP: 10 Attack: 3 Defense: 0 Description: That's a Copta, a curious organism that flies through the air... and dimensions... It's hard to track, as it occasionally flips... Just stay after it, and hit it repeatedly when you can... ---------------------- Crazee Dayzee ������������� HP: 10 Attack: 2 Defense: 0 Description: This is a Crazee Dayzee. It's a curious little flower that won't stop humming... Watch out, that little song it hums can put you right to sleep... ---------------------- Cursya ������ HP: 1 Attack: 1 Defense: 0 Description: That's...a Cursya! This spiteful, evil monster curses everything it touches... This Cursya's curse slows you down temporarily... You should throw something at it or use an item... Jumping on it would be a bad idea... ---------------------- Dark Boo �������� HP: 13 Attack: 2 Defense: 0 Description: That's a Dark Boo. It likes the dark even more than other Boos... When it sees someone, it gets in their face... I wonder...do you think it looks forward all day to startling people? ---------------------- (NOTE: All enemies below until the ending note live only in the Flopside Pit of 100 Trials.) ---------------------- Dark Barribad ������������� HP: 12 Attack: 8 Defense: 0 Description: It's a Dark Barribad. They live in the Flopside Pit of 100 Trials... It creates an impenetrable barrier around itself... You can't break the barrier, but you can beat them with Bowser's fire... ---------------------- Dark Boomboxer �������������� HP: 32 Attack: 8 Defense: 0 Description: It's a Dark Boomboxer. They live in the Flopside Pit of 100 Trials... It blasts high-powered sound at you... The sound travels fast and through walls, so flip to avoid it if you need to... But their own loud music makes them slightly loopy... ---------------------- Dark Boomerang Bro. ������������������� HP: 20 Attack: 6 Defense: 3 Description: That's a Dark Boomerang Bro. They live in the Flopside Pit of 100 Trials... He will throw boomerangs at you all day... It's hard to approach them from below, so be careful with your timing... ---------------------- Dark Cherbil ������������ HP: 15 Attack: 4 Defense: 0 Description: That's a Dark Cherbil. This nasty gasbag spews a plume of gas at its enemies... It uses sleepy gas, freezy gas, and poison gas... Some say the gas comes from their mouths. Some say it comes from elsewhere... But it's so dark and shadowy, nobody can tell where it comes from... ---------------------- Dark Chomp ���������� HP: 10 Attack: 4 Defense: 10 Description: It's a Dark Chomp. They live in the Flopside Pit of 100 Trials... Flames won't hurt it at all... Dark Chomps have very high Defense, so use items or Pixls... ---------------------- Dark Choppa ����������� HP: 15 Attack: 5 Defense: 0 Description: It's a Dark Choppa. They dwell in the Flopside Pit of 100 Trials... They can disappear and reappear somewhere else... Just try to attack it as much as you can when it stops... ---------------------- Dark Cleft ���������� HP: 10 Attack: 4 Defense: 10 Description: It's a Dark Cleft. They lurk in the Flopside Pit of 100 Trials... Flames won't hurt it at all... They usually sit still, but they will charge at anyone that approaches... Flip them over with a bomb to reduce their Defense to 0... ---------------------- Dark Clubba ����������� HP: 60 Attack: 6 Defense: 0 Description: That's a Dark Clubba. They live in the Flopside Pit of 100 Trials... They are known for their remarkably high HP... They fall asleep when nobody is around, just like other Clubbas... Try to stomp them before they wake up... ---------------------- Dark Cursya ����������� HP: 10 Attack: 2 Defense: 0 Description: It's a Dark Cursya. They live in the Flopside Pit of 100 Trials... If you touch it, you'll slow to a crawl... You can't tell what kind of Cursya these Dark Cursyas are by looking, so ask me... ---------------------- Dark Dark Boo ������������� HP: 20 Attack: 4 Defense: 0 Description: It's a Dark Dark Boo. They live in the Flopside Pit of 100 Trials... These things will appear out of nowhere... To beat these Boos, wait until they appear and then whale on them with Cudge... ---------------------- Dark Dayzee ����������� HP: 99 Attack: 20 Defense: 0 Description: It's a Dark Dayzee. They live in the Flopside Pit of 100 Trials... They sing to attack... Most Dayzees look happy, but the dark ones are actually scowling... But you can't tell because they're cloaked in shadow... Too bad... ---------------------- Dark Dull Bones ��������������� HP: 20 Attack: 8 Defense: 0 Description: That's a Dark Dull Bones... They live in the Flopside Pit of 100 Trials... They are very similar to your average Dull Bones... It will kepp getting up no matter how many times you stomp on it... But fire will finish it off for good... ---------------------- Dark Eeligon ������������ HP: 30 Attack: 4 Defense: 0 Description: That's a Dark Eeligon. They live in the Flopside Pit of 100 Trials... As you attack it, it will lose parts of itself... Its weak spot is its head. Focus your attacks there to defeat it... ---------------------- Dark Fire Bro. �������������� HP: 20 Attack: 6 Defense: 3 Description: That's a Dark Fire Bro. They live in the Flopside Pit of 100 Trials... Their fireballs bounce on the floor... They may bounce down to you if you are below them. Those fireballs must come in handy when they get lost in the dark... ---------------------- Dark Fuzzy ���������� HP: 15 Attack: 4 Defense: 0 Description: It's a Dark Fuzzy. They live in the Flopside Pit of 100 Trials... They are like other Fuzzys... They bounce saround quite randomly, so watch out when you get close to them... ---------------------- Dark Goomba ����������� HP: 10 Attack: 2 Defense: 0 Description: That's a Dark Goomba. They live in the Flopside Pit of 100 Trials... They are very similar to Goombas... Except they are black and somewhat small. Just watch carefully and strike... ---------------------- Dark Growmeba ������������� HP: 20 Attack: 4 Defense: 0 Description: It's a Dark Growmeba. They live in the Flopside Pit of 100 Trials... It can clone itself over and over again... Defeat the primary one to make the clones disappear... Or, you could use an item to defeat all of them at once... ---------------------- Dark Hammer Bro. ���������������� HP: 20 Attack: 4 Defense: 3 Description: That's a Dark Hammer Bro. They live in the Flopside Pit of 100 Trials... Those hammers even go through walls... Watch out in tight spots... If you're below them, it'll be raining hammers, so try to climb above... ---------------------- Dark Headbonk Goomba �������������������� HP: 10 Attack: 4 Defense: 0 Description: That's a Dark Headbonk Goomba. They live in the Flopside Pit of 100 Trials... They will try to hop up and bonk you... They look almost exactly like your garden-variety Dark Goomba, so be careful... ---------------------- Dark Heavy Cursya ����������������� HP: 10 Attack: 2 Defense: 0 Description: It's a Dark Heavy Cursya. They live in the Flopside Pit of 100 Trials... Touch it, and you will have a hard time jumping... You can't tell what kind of Cursya these Dark Cursyas are by looking, so ask me... ---------------------- Dark Jawbus ����������� HP: 30 Attack: 8 Defense: 0 Description: It's a Dark Jawbus. They live in the Flopside Pit of 100 Trials... You can only hurt them by hitting that round spot... Get behind them if you want to attack that spot easily... ---------------------- Dark Koopa ���������� HP: 10 Attack: 2 Defense: 3 Description: That's a Dark Koopa. It lurks in the Flopside Pit of 100 Trials... Otherwise, it's much like a regular Koopa... Why is it wearing shades underground...? ---------------------- Dark Koopatrol �������������� HP: 30 Attack: 6 Defense: 8 Description: That's a Dark Koopatrol. They live in the Flopside Pit of 100 Trials... Don't stomp on those spikes... They like to charge and tackle. You can always flip to evade their charge... ---------------------- Dark Longator ������������� HP: 30 Attack: 4 Defense: 0 Description: It's a Dark Longator. They live in the Flopside Pit of 100 Trials... It stretches itself out to attack you... They like to attack right after you land a jump and can't get away... ---------------------- Dark Magiblot ������������� HP: 40 Attack: 10 Defense: 0 Description: That's a Dark Magiblot. They dwell in the Flopside Pit of 100 Trials... They phase in and out as they hurl spells. Attack them as soon as they appear. Some say they live between dimensions, but nobody knows for sure... ---------------------- Dark Magikoopa �������������� HP: 20 Attack: 6 Defense: 0 Description: That's a Dark Magikoopa. They live in the Flopside Pit of 100 Trials... They attack with magic. Their spells travel through walls, so they can be hard to fight in close quarters... They have no Defense, so take them out quickly... ---------------------- Dark Megabite ������������� HP: 8 Attack: 4 Defense: ?? Description: That's a Dark Megabite. They dwell in the Flopside Pit of 100 Trials... They always take just 1 damage. They are tough, so if you want to defeat one, watch your remaining time... Just hope they don't have the key... ---------------------- Dark Muth ��������� HP: 255 Attack: 10 Defense: 0 Description: That's a Dark Muth. They dwell in the Flopside Pit of 100 Trials... It will furiously charge at you when you approach it... But it's huge and quite predictable, so it shouldn't be hard to hit... ---------------------- Dark Ninjoe ����������� HP: 20 Attack: 5 Defense: 0 Description: That's a Dark Ninjoe. They dwell in the Flopside Pit of 100 Trials... It hops around wildly and throws ninja stars... They are fast... Very fast... Try attacking them from a distance. Dark Ninjoes are shrouded in secrecy. Regular Ninjoes don't even know about them... ---------------------- Dark Paragoomba ��������������� HP: 10 Attack: 2 Defense: 0 Description: That's a Dark Paragoomba. They live in the Flopside Pit of 100 Trials... Stomp it to turn it into a regular Dark Goomba... Then you can smoosh it at your leisure... ---------------------- Dark Paratroopa ��������������� HP: 10 Attack: 2 Defense: 3 Description: That's a Dark Paratroopa. They live in the Flopside Pit of 100 Trials... Stomp it like a regular Koopa Paratroopa to drop it to the ground... I wonder if it ever gets its wings back after that... ---------------------- Dark Pigarithm �������������� HP: ?? Attack: 6 Defense: 0 Description: It's a Dark Pigarithm. They live in the Flopside Pit of 100 Trials... Three stomps should do it in. It gets smaller and faster every time you stomp it... It's hard to get a jump on them when the ceilings are so low... It might be easier to use Thoreau to toss it... ---------------------- Dark Pokey ���������� HP: 20 Attack: 4 Defense: 0 Description: It's a Dark Pokey. They live in the Flopside Pit of 100 Trials... Their spikes prevent you from stomping or throwing them... Is it an animal or a plant? Either way, it throws pieces of itself at you... Try using Boomer, Cudge, or Bowser's breath... ---------------------- Dark Reversya Cursya �������������������� HP: 10 Attack: 2 Defense: 0 Description: It's a Dark Reversya Cursya. They live in the Flopside Pit of 100 Trials... Touch it, and your controls will be reversed for a while... You can't tell what kind of Cursya these Dark Cursyas are by looking, so ask me... ---------------------- Dark Ruff Puff �������������� HP: 30 Attack: 6 Defense: 0 Description: It's a Dark Ruff Puff. They live in the Flopside Pit of 100 Trials... It throws dark lightning at anything in its way... That dark lightning could fry nearly anything... ---------------------- Dark Shlurp ����������� HP: ?? Attack: 4 Defense: ?? Description: It's a Dark Shlurp. They live in the Flopside Pit of 100 Trials... They are very similar to other Shlurps... It has tough skin, but you can always feed it a bomb... ---------------------- Dark Skellobit �������������� HP: 30 Attack: 4 Defense: 4 Description: It's a Dark Skellobit. They dwell in the Flopside Pit of 100 Trials... Don't stomp on that spear... It only attacks with its spear, so use Thoreau to toss it... But the low ceilings may make it hard to throw them very far... ---------------------- Dark Spania ����������� HP: 20 Attack: 2 Defense: 0 Description: It's a Dark Spania. They live in the Flopside Pit of 100 Trials... They spin straight at any enemy they see. It can flip dimensions, so you will have to be at the top of your game... ---------------------- Dark Spiked Goomba ������������������ HP: 10 Attack: 4 Defense: 0 Description: That's a Dark Spiked Goomba. They live in the Flopside Pit of 100 Trials... Don't stomp it or those black spikes will hurt you... But it's slow, so you can use Boomer, Cudge, or Bowser's fire... ---------------------- Dark Spike Top �������������� HP: 10 Attack: 4 Defense: 6 Description: That's a Dark Spike Top. They live in the Flopside Pit of 100 Trials... You can't hurt it with flames... A hard shell AND a spike... This won't be easy. I suggest using an item or throwing something at it... ---------------------- Dark Spiky Skellobit �������������������� HP: 30 Attack: 4 Defense: 4 Description: It's a Dark Spiky Skellobit. They dwell in the Flopside Pit of 100 Trials... Don't stomp on that spear... They have spikes, so you can't throw or stomp them... Try using Bowser's fire... ---------------------- Dark Spiny ���������� HP: 10 Attack: 4 Defense: 6 Description: That's a Dark Spiny. They live in the Flopside Pit of 100 Trials... You can't stomp it, so don't bother... Try using Boomer, Cudge, or Bowser's flaming breath... ---------------------- Dark Sproing-Oing ����������������� HP: 16 Attack: 4 Defense: 0 Description: It's a Dark Sproing-Oing. They live in the Flopside Pit of 100 Trials... If you hurt it, it splits into smaller versions of itself... Hit it hard enough, though, and it will disappear... ---------------------- Dark Squiglet ������������� HP: 20 Attack: 8 Defense: 0 Description: It's a Dark Squiglet. They live in the Flopside Pit of 100 Trials... It hops when it sees an enemy, then spits rocks... It spits quickly, so jump as soon as you see it hop. Some people think that little hop is quite cute... ---------------------- Dark Stone Buzzy ���������������� HP: 3 Attack: 4 Defense: ?? Description: That's a Dark Stone Buzzy. They live in the Flopside Pit of 100 Trials... You can't hurt it with flames. I hear you can break its shell if you hit it enough times... But its bones are dark too, according to rumors... ---------------------- Dark Striker ������������ HP: 20 Attack: 6 Defense: 0 Description: That's a Dark Striker. They live in the Flopside Pit of 100 Trials... It will kick shells at you at high speed... Shells kicked from above will slide down to you, so be careful... They must dream of leaving the pit and going pro... ---------------------- Dark Tech Cursya ���������������� HP: 10 Attack: 2 Defense: 0 Description: It's a Dark Tech Cursya. They live in the Flopside Pit of 100 Trials... Touch it, and you can't use techniques for a while... You can't tell what kind of Cursya these Dark Cursyas are by looking, so ask me... ---------------------- Dark Tileoid ������������ HP: 25 Attack: 4 Defense: 0 Description: That's a Dark Tileoid. They live in the Flopside Pit of 100 Trials... It can cling to walls and ceilings... They can sneak up on you, so watch those walls... ---------------------- (NOTE: All enemies above until the beginning note live only in the Flopside Pit of 100 Trials.) ---------------------- Dry Bones ��������� HP: 10 Attack: 2 Defense: 0 Description: That's a Dry Bones. At one time, it was a Koopa, but now... It will keep getting up no matter how many times you stomp it... Because it's already dead, you may have to use fire to stop it for good... ---------------------- Dull Bones ���������� HP: 15 Attack: 4 Defense: 0 Description: This is a Dull Bones. It's a lifeless Koopa that enjoys throwing bones... No matter how many times you stomp it, it will keep getting back up... I have heard that they are not too fond of fire, though.... ---------------------- Eeligon ������� HP: 10 Attack: 2 Defense: 0 Description: That's an Eeligon. They are space creatures that are made of many parts... It loses pieces of itself as it takes damage... The head is the weak spot... Its movements are hard to predict, so be careful... ---------------------- Fire Bro. ��������� HP: 10 Attack: 3 Defense: 1 Description: It's a Fire Bro. These lethal Koopas spit searing balls of flame... Learning to shoot fire from your mouth must have taken some practice... Those fireballs bounce on the ground, so watch it very carefully... ---------------------- Floro Cragnien �������������� HP: 10 Attack: 1 Defense: 0 Description: That Cragnon has been brainwashed with a strange sprout by the Floro Sapiens... They will attack any intruder... They aren't so tough, but if you stomp one, your score will go down... They are usually found in the mine, looking for gems for King Croacus... ---------------------- Floro Sapiens ������������� HP: 12 Attack: 3 Defense: 0 Description: That's a Floro Sapien. These flowery followers of King Croacus live underground... They can throw their head at enemies. Their stems will keep moving without a head, so watch out for that... No one knows if they think with their heads or bodies... A very mysterious species... ---------------------- Foton ����� HP: 8 Attack: 2 Defense: 0 Description: That Foton is a space organism that is orbited by small blue particles... When it senses danger, it...Well, it shouldn't be much of a problem unless you get surrounded by them... ---------------------- Frackle ������� HP: 1 Attack: 1 Defense: 0 Description: That's a Frackle. These little defense bots protect Fracktail's body... They will attack any intruder they find on their master... They must have been made by the Ancients, just like Fracktail... ---------------------- Frost Piranha ������������� HP: 7 Attack: 3 Defense: 0 Description: This frigid Frost Piranha has subzero breath... If you get breathed on, you'll be frozen for a bit... Originally hailing from a cold climate, this plant struck out in search of new prey... This plant loves ice cream, but hates hot-fudge sundaes. ---------------------- Fuzzy ����� HP: 5 Attack: 1 Defense: 0 Description: That curious, bouncing ball of fur is a Fuzzy... Nobody knows why they bounce... No remarkable abilities aside from the bouncing... I suggest you keep your distance until you can predict its erratic movements... ---------------------- Gawbus ������ HP: 20 Attack: 4 Defense: 0 Description: This is a Gawbus, a beast that's even meaner than a Rawbus... Its only weakness is the glowing spot on its back... By now, you should know you can flip to 3-D and get behind it... ---------------------- Ghoul Shroom ������������ HP: 10 Attack: 5 Defense: 0 Description: That's a Ghoul Shroom. It is an evil shroom monster that comes out of ? Blocks... It can move very fast in a limited area... Its HP and Attack are high, so be sure to look before you leap... ---------------------- Gigabite �������� HP: 6 Attack: 2 Defense: ?? (Only takes 1 damage each hit no matter your attack power.) Description: That's a Gigabite. It's an evil skull that soars through the skies... It will only take 1 damage per attack... Gigabites are even more annoying than Megabites... No one knows where they come from or where they go... ---------------------- Gloomba ������� HP: 2 Attack: 2 Defense: 0 Description: This is a Gloomba, a Goomba that lives its entire life underground... It doesn't see a lot of sun, so it's a little pale... But it is stronger than your average Goomba...and has a very dark personality... It must be hard to be a pale, friendless Goomba that lives underground... ---------------------- Goomba ������ HP: 1 Attack: 1 Defense: 0 Description: It's a Goomba, one of Bowser's minions... It really puts the "under" back in "underlings"... It has no remarkable traits... They are pretty much the lowest of the low... But I hear Goombas do have their fans, so what can you do... ---------------------- Growmeba �������� HP: 2 Attack: 1 Defense: 0 Description: That troublesome creature is a Growmeba. It can clone itself over and over again... If you defeat the main one, the clones will die... The primary one has slightly different moves and looks, so watch closely... If you don't want to bother, you could defeat them all with an item... ---------------------- Hammer Bro. ����������� HP: 4 Attack: 1 Defense: 1 Description: This is a Hammer Bro... They have an unhealthy hammer obsession... You could always try catching a hammer and throwing it back... Where does it keep all those hammers, anyway... It's a mystery... ---------------------- Headbonk Goomba ��������������� HP: 1 Attack: 2 Defense: 0 Description: It's a Headbonk Goomba. These guys really know how to use their heads... They're outcasts among Goombas... The other Goombas look on these Goombas as brainless, uncultured thugs... But I've never wanted to get close enough to have a conversation with one... ---------------------- Heavy Cursya ������������ HP: 1 Attack: 1 Defense: 0 Description: That's a Heavy Cursya. It is a spiteful monster that curses everything it touches. It makes you heavy and hinders your jumping... A life without jumping... It's too terrible to contemplate... Unless you're a butterfly... ---------------------- Hogarithm ��������� HP: ?? Attack: 4 Defense: 0 Description: This bizarre beast is called a Hogarithm. They are strange on so many levels... It takes three stomps to finish off this piggy... But each stomp makes it smaller and faster... It's very hard to stomp the last one... Hogarithms often drop many coins, so you may want to hunt them if you're broke... ---------------------- Hooligon �������� HP: 10 Attack: 2 Defense: 0 Description: That's a Hooligon. They are space creatures that are made of many parts... It loses pieces of itself as it takes damage... The head is the weak spot... You will have to hit it there to defeat it... ---------------------- Ice Cherbil ����������� HP: 5 Attack: 2 Defense: 0 Description: That's an Ice Cherbil. It's a nasty gasbag that spews a plume of freezy gas... That gas will freeze you, so don't go sniffing it... Some say the gas comes from their mouths. Some say it comes from elsewhere... ...Oh dear... ---------------------- Jawbus ������ HP: 5 Attack: 1 Defense: 0 Description: This dragonlike monster is a Jawbus. They tend to bite anything near them... Its only weakness is the glowing spot on its back... It won't look behind, so try flipping to 3-D and sneaking behind it... ---------------------- Jellien ������� HP: 4 Attack: 2 Defense: 0 Description: That's a Jellien. It is a strange, gelatinous creature that floats about in space...It drifts lazily towards potential morsels... It moves slowly, so watch it carefully and you should be able to avoid it... ---------------------- Koopa Striker ������������� HP: 8 Attack: 2 Defense: 1 Description: It's a Koopa Striker. It takes good shell control to make the Koopa Striker team... It can kick shells all day... It's very proud of its strong and accurate kicks...and its shiny shell! "An eye for an eye, a shell for a shell!" Try to trap its shell and send it back... ---------------------- Koopatrol ��������� HP: 15 Attack: 3 Defense: 4 Description: That's a Koopatrol, a merciless minion wrapped in spikes and armor... You better not try to stomp on it... Koopatrols tend to rush in and tackle, so watch out... Only the toughest Koopas are selected to join the elite Koopatrol guard... They have to sharpen those spikes every day. That's what it takes to be the best... ---------------------- Koopa Troopa ������������ HP: 1 Attack: 1 Defense: 1 Description: This is a Koopa Troopa. It may be slow, but it is well defended inside its shell... If you leap on it, it'll pull its head and limbs in. You can then kick the shell. From what I hear, Goombas have a long-held fear of Koopa Troopas... ---------------------- Lakitu ������ HP: 4 Attack: 1 Defense: 0 Description: That's a Lakitu. They're odd creatures that drive around in clouds... It'll throw Spinys at you, so keep moving... It doesn't change altitude, so if you can sneak up on it while dodging Spinys... You can stomp on it, hop in the cloud, and find out where it keeps all those Spinys... ---------------------- Lava Bubble ����������� HP: 1 Attack: 4 Defense: 0 Description: It's a Lava Bubble. This fiery magma boy loves the heat... Obviously, it's quite immune to fire... It pops out from below when people approach, so take care when jumping over lava... ---------------------- Longadile ��������� HP: 20 Attack: 2 Defense: 0 Description: That thing is a Longadile. It can stretch beyond the limits of imagination... It likes to stretch its neck at enemies... They aren't fast, but they can attack a wide area. Be careful near narrow ledges... ---------------------- Longator �������� HP: 12 Attack: 1 Defense: 0 Description: That thing is a Longator. It can stretch beyond the limits of imagination... Watch where you land near them. They look relaxed, but they can get aggressive... ---------------------- Magikoopa ��������� HP: 6 Attack: 3 Defense: 0 Description: This Magikoopa serves on Bowser's wizarding task force... Magikoopas ride on brooms and fling dangerous spells... They study for years to learn magic. Sadly, they take no classes on defense... ---------------------- Megabite �������� HP: 4 Attack: 1 Defense: ?? (Only takes 1 damage each hit no matter your attack power.) Description: That's a Megabite. It's an evil skull that soars through the skies... It will only take 1 damage per attack... It will eventually fly off, so don't worry about defeating it every time... No one knows where they come from or where they go... ---------------------- Mega Muth ��������� HP: 200 Attack: 8 Defense: 0 Description: That enormous white beast is a legendary Mega Muth... They can trample nearly anything... It has a huge amount of HP, so it will be very hard to take down... They are gods among Muths... ---------------------- Meowbomb �������� HP: 1 Attack: 2 Defense: 1 Description: This Meowbomb is a cat-shaped robot programmed to explode on contact... Meowbomb was created with one mission: snuggle and destroy... ---------------------- Mister I �������� HP: ?? (can't attack them) Attack: 2 Defense: 0 Description: It's a Mister I. These bizarre foes can't help but give you the evil eye... It will shoot sharp glances at any enemy it spots... None of your attacks will work... Try flipping and spinning around and around it... ---------------------- Moon Cleft ���������� HP: 5 Attack: 2 Defense: 4 Description: That's a Moon Cleft, a rock-hard monster that's covered in spikes... Flames won't scorch this foe... It might look like a stone at first, but it will move when you get too close... Set off an explosion near it to flip it over. Then it'll be vulnerable to attack... ---------------------- Muth ���� HP: 100 Attack: 5 Defense: 0 Description: That massive beast is a Muth. They roam the grassy plains of Crag... They can trample nearly anything... They also have a lot of HP, so they aren't easy to take down... Many Cragnons have risked fighting Muths just to prove their bravery... ---------------------- Ninjerry �������� HP: 10 Attack: 4 Defense: 0 Description: That's a Ninjerry. These devious ninjas support Sammer Guys from the shadows... They hop around and throw ninja stars at you. They also have secret ninja techniques to use against their enemies... They hold the highest positions in the ninja world... ---------------------- Ninjoe ������ HP: 6 Attack: 2 Defense: 0 Description: That's a Ninjoe. These devious ninjas support Sammer Guys from the shadows... They hop around and throw ninja stars at you. They are said to sell their ninja skills to the highest bidder... And they have long been in the service of King Sammer. ---------------------- Ninjohn ������� HP: 8 Attack: 3 Defense: 0 Description: That's a Ninjohn. These devious ninjas support Sammer Guys from the shadows... They hop around and throw ninja stars at you. They are said to follow any order... Ninjohns are the middle managers of the ninja world... ---------------------- Parabuzzy ��������� HP: 1 Attack: 1 Defense: 3 Description: This is a Parabuzzy. It's a Buzzy Beetle with wings... Even flames won't scorch its hard shell... If you stomp on it, you'll remove those wings... But still, those little limbs that hang down from its shell... They're...... a little cute. ---------------------- Paragoomba ���������� HP: 1 Attack: 1 Defense: 0 Description: That's a Paragoomba. It is essentially a Goomba...with wings. A flying underling... Stomp it to turn it back into a Goomba... Then you can stomp it like a normal Goomba, I guess... Ahh...the life of a Goomba... ---------------------- Paratroopa ���������� HP: 1 Attack: 1 Defense: 1 Description: This is a Paratroopa. It's like a Koopa Troopa, but it can fly... Its movement may vary slightly, depending on the color of its shell. Stomp it to remove its wings... A Koopa without wings is a very sad Koopa... ---------------------- PatrolMeow ���������� HP: 5 Attack: 2 Defense: 1 (2 against fire) Description: That's a PatrolMeow. These security bots patrol Fort Francis day and night... They look cute, but if they spot you, they'll go into battle mode... I think Francis bought these robots on the Internet and customized them himself... ---------------------- Pigarithm ��������� HP: ?? (always takes three hits to defeat) Attack: 2 Defense: 0 Description: This bizarre beast is called a Pigarithm. Everything about it is just...odd... It takes three stomps to finish off this piggy... But each stomp makes it smaller and faster... It's very hard to stomp the last one... Pigarithms often drop many coins, so you may want to hunt them if you're broke... ---------------------- Pink Fuzzy ���������� HP: 10 Attack: 2 Defense: 0 Description: This bouncing ball of fur is called a Pink Fuzzy. It lives to endlessly bounce around... I wonder if it thinks about the color pink all day... You better keep your distance and use ranged attacks to defeat it... ---------------------- Piranha Plant ������������� HP: 2 Attack: 1 Defense: 0 Description: This is a notorious Piranha Plant. It is a monstrous flower that lives in pipes... This strange weed will stay low if you cozy up to the side of its pipe... ---------------------- Poison Cherbil �������������� HP: 5 Attack: 2 Defense: 0 Description: That's a Poison Cherbil. It's a nasty gasbag that spews a plume of poison gas... That gas will poison you, so don't go sniffing it... Some say the gas comes from their mouths. Some say it comes from elsewhere... ...Oh dear... ---------------------- Poison Pokey ������������ HP: 12 Attack: 2 Defense: 0 Description: That's a Poison Pokey. It's much like a regular Pokey, but it has poisonous spines... Watch your step... Being poisoned isn't pleasant... If you do get poisoned, most items that restore HP also cure poison... ---------------------- Pokey ����� HP: 6 Attack: 2 Defense: 0 Description: That precarious cactus is a Pokey. Unlike other cacti, this one can move. Is it a plant or an animal? Nobody knows... This prickly beast will throw pieces of itself at you... It's very unpleasant... It's covered in spines, so you better not touch it or pick it up... ---------------------- Putrid Piranha �������������� HP: 5 Attack: 2 Defense: 0 Description: This disgusting weed is a Putrid Piranha. It will spew poisonous sludge at you... If you are poisoned, you will lose HP quickly... Thankfully, most items that restore HP also cure poison. Some say that pollution turned them into poisonous weeds... ---------------------- Rawbus ������ HP: 10 Attack: 2 Defense: 0 Description: This lumbering Rawbus will bite anything foolish enough to get in its way... Its only weakness is the glowing spot on its back... Try flipping to 3-D and sneaking around behind it... ---------------------- Red Chomp ��������� HP: 8 Attack: 3 Defense: 8 Description: That's a Red Chomp. This angry Chomp is filled with uncontrollable rage... Even flames won't hurt this beast... Some say this Chomp's red color comes from its urge to devour pizza sauce... Maybe someone let it loose in a sauce warehouse... ---------------------- Red I ����� HP: ?? (can't attack them) Attack: 4 Defense: 0 Description: This is a Red I. They glare at anyone that walks by... It will shoot sharp glances at any enemy it spots... None of your attacks will work... Try flipping and running around and around it... ---------------------- Red Magiblot ������������ HP: 15 Attack: 6 Defense: 0 Description: That's a Red Magiblot. These mad mages live in the space between dimensions... They only appear long enough to hurl spells at you... They use magic, so I assume they are quite intelligent, but nobody knows for sure... Red Magiblots are known for their powerful attack spells... ---------------------- Reversya Cursya ��������������� HP: 1 Attack: 1 Defense: 0 Description: It's a Reversya Cursya. It is a spiteful monster that curses everything it touches. It can make you move entirely in opposites... If you get cursed, it's best to relax. You will learn to adjust until the effect wears off... ---------------------- Ruff Puff ��������� HP: 15 Attack: 4 Defense: 0 Description: That's a Ruff Puff. It floats in the sky, like a little grumpy thundercloud... It will shock you if you get too close... You'd better keep your distance until you see an opening to attack... Do you think it's related to the cloud Lakitu rides around on? ---------------------- Sammer Guy ���������� HP: 1-99 (Varies depending on the Sammer Guy) Attack: 1-10 (Varies depending on the Sammer Guy) Defense: 0-4 (Varies depending on the Sammer Guy) Description: That is Sammer Guy. This martial artist serves King Sammer... Basic attack patterns are similar, but every Sammer Guy is different... There are 100 of them in all. You will have to adapt to fighting each one... They always fight with great honor... ---------------------- Shlorp ������ HP: ?? Attack: 3 Defense: ?? Description: That peculiar creature is a Shlorp. It has a very tough skin and will eat anything... No attack will work... It is weaker on the inside than the outside, but it will still take some effort... ---------------------- Shlurp ������ HP: ?? Attack: 2 Defense: ?? Description: That bizzare creature is a Shlurp. It has tough skin and an appetite for everything... No attack will work... But Shlurps are just as fragile inside as they are tough on the outside... Maybe you should try feeding it something that would give it indigestion... ---------------------- Skellobait ���������� HP: 5 Attack: 2 Defense: 1 Description: That's a Skellobait. These little creatures depend on Skellobombers... It has very chilly breath... One whiff, and you'll be frozen solid... They use the ancient magic of The Underwhere and The Overthere for evil... ---------------------- Skellobit ��������� HP: 10 Attack: 2 Defense: 2 Description: That's a Skellobit. It's a foul monster that's made of bones... They poke at people with sharp spears... Don't land on that spear when it's pointed up... They were evil in life, so now they must dwell in dark depths of The Underwhere... ---------------------- Skellobomber ������������ HP: 10 Attack: 2 Defense: 2 Description: That's a Skellobomber. It's much like a Skellobit, but it has wings... It might throw its head at you... It also carries Skellobait... Some say Skellobombers were bad Nimbis sent to The Underwhere... ---------------------- Sobarribad ���������� HP: 8 Attack: 4 Defense: 0 Description: That's a Sobarribad. It shields itself with a strong barrier... It also shoots rings of energy from its mouth... You can't break its barrier, but you can flip to get places it might not want you to... ---------------------- Soopa Striker ������������� HP: 16 Attack: 5 Defense: 1 Description: This is a Soopa Striker. These superstars of the pitch have cleats of solid gold... The way this athlete puts the shell right in your neck is truly inspiring... I hear Soopa Strikers never miss their goal... ---------------------- Spania ������ HP: 6 Attack: 1 Defense: 0 Description: That odd, horned creature is called a Spania. Those horns will ruin your day if you try to stomp it... If it sees you, it'll come at you, even if you have flipped to another dimension... It might be better to avoid this unpleasant beast altogether... ---------------------- Spiked Goomba ������������� HP: 1 Attack: 2 Defense: 0 Description: It's a Spiked Goomba. Look at that spiky hat! That spiky hat makes stomping it or picking it up a very bad idea... I would recommend throwing something at it... Or you could just walk on by... ---------------------- Spike Top ��������� HP: 1 Attack: 2 Defense: 3 Description: This is a Spike Top. It's a Buzzy Beetle with...well, a spike on top of its shell... Even flames won't scorch its hard shell... On top of that, it has a spike. What can we do about this prickly foe...? Throw something at it or use an item... That spike can cause a painful poke... I suggest you just leave it be... ---------------------- Spiky Parabuzzy ��������������� HP: 1 Attack: 1 Defense: 3 Description: That's a Spiky Parabuzzy. As you can see, this Buzzy has wings and a spike... Even flames won't scorch its hard shell... With the spike and wings and hard shell, I just don't know how to get rid of it... It's a pain to deal with, but still quite adorable... ---------------------- Spiky Skellobait ���������������� HP: 5 Attack: 2 Defense: 1 Description: That's a Spiky Skellobait. These little creatures depend on Skellobombers... They also have spikes. If you get hit by their chilly breath, you'll be frozen solid... They use the ancient magic of The Underwhere and The Overthere for evil... ---------------------- Spiky Skellobit ��������������� HP: 10 Attack: 2 Defense: 2 Description: That's a Spiky Skellobit. It's made entirely of bones. They lead the Skellobits... It has spikes, so don't jump on it... It's said that only the foulest Skellobits are promoted to Spiky Skellobit... ---------------------- Spiny ����� HP: 4 Attack: 2 Defense: 3 Description: That's a Spiny... As its name suggests, it is covered with unpleasant, pointy ends... Don't bother trying to stomp it... Whatever you do, don't get surrounded by these beasts... Before they hit the ground, they roll into balls. They must train for midair deployment... ---------------------- Sproing-Oing ������������ HP: 4 Attack: 1 Defense: 0 Description: It's a Sproing-Oing... For some reason, this creature lives to hop endlessly... If you hurt it, it wil split into many Mini-Sproings... I wonder if breaking up is hard to do, even for these creatures... But if you can do enough damage in one hit, you can beat them before they split... ---------------------- Squig ����� HP: 4 Attack: 1 Defense: 0 Description: It's a Squig... Think of these creatures as tougher Squiglets... They have a nasty habit of spitting rocks... Thankfully, the rocks are slow and easy to avoid... ---------------------- Squog ����� HP: 10 Attack: 2 Defense: 0 Description: It's a Squog. Essentially, these beasts are big, surly Squigs... Squogs will spit rocks at any enemy they see... The rocks they spit come at you quite fast, but you should be able to beat them easily... ---------------------- Squoinker ��������� HP: 15 Attack: 4 Defense: 0 Description: This is a Squoinker... It's the strongest and meanest of the Squig family... Squoinkers will spit rocks at you... The rocks come at you fast... Don't just stand there, or you'll get hit in the face... ---------------------- Squiglet �������� HP: 2 Attack: 1 Defense: 0 Description: This is a Squiglet... It's a small little creature that scurries around on its many legs... There isn't much else to say about Squiglets... When it spots an enemy, it gets excited and hops up and down... ---------------------- Stone Buzzy ����������� HP: 3 Attack: 2 Defense: ?? Description: That is definitely a Stone Buzzy. That rock-hard shell must be heavy... Flames won't burn its hard shell... I hear that you can crack its shell if you hit it enough... But I'm a little afraid to see what they look like without their shell... ---------------------- SurpriseMeow ������������ HP: 1 Attack: 2 Defense: ?? Description: This is a SurpriseMeow. Francis created this security bot to patrol the castle. It is heavily armored, so don't bother attacking it... If you want to beat it, throw something in its open mouth that can damage it... ---------------------- Swooper ������� HP: 3 Attack: 1 Defense: 0 Description: That beast is a Swooper. It likes to dangle from the ceiling in dark, dank places... Watch your head; it will swoop down on you... It will swoop back up after it swoops down, so jump on it when you can... ---------------------- Tech Cursya ����������� HP: 1 Attack: 1 Defense: 0 Description: That's a Tech Cursya. It is a spiteful monster that curses everything it touches. It can prevent you from using skills for a while... But it can't curse you if you don't touch it, so approach with caution... ---------------------- Tileoid B ��������� HP: 10 Attack: 1 Defense: 0 Description: That's a Tileoid B. It is a mysterious creature that's made of many small parts... It can also crawl along walls and ceilings... Tileoids vary in color and ability. This blue Tileoid is known for its curses... ---------------------- Tileoid G ��������� HP: 5 Attack: 1 Defense: 0 Description: That's a Tileoid G. It is a mysterious creature that's made of many small parts... It can also crawl along walls and ceilings... Tileoids vary in color and ability. This green Tileoid is known for its speed... ---------------------- Tileoid R ��������� HP: 15 Attack: 2 Defense: 0 Description: That's a Tileoid R. It is a mysterious creature that's made of many small parts... It can also crawl along walls and ceilings... Tileoids vary in color and ability. This red Tileoid is known for its high HP... ---------------------- Tileoid Y ��������� HP: 10 Attack: 2 Defense: 0 Description: That's a Tileoid Y. It is a mysterious creature that's made of many small parts... It can also crawl along walls and ceilings... Tileoids vary in color and ability. This yellow Tileoid is know for its great speed... ---------------------- Toopa Striker ������������� HP: 8 Attack: 2 Defense: 1 Description: This is a Toopa Striker. These Koopas display brilliant teamwork... They always go for the assist... They spend all their time together just to build thier team chemistry... ---------------------- Warpid ������ HP: 10 Attack: 2 Defense: 0 Description: That's a Warpid, a being of pure energy that can warp through space... It will pursue any new discovery... Don't allow yourself to be mesmerized by its slowly undulating lines... ---------------------- Wrackle ������� HP: 10 Attack: 10 Defense: 0 Description: That's a Wrackle. These little defense bots protect Wracktail's body... They will attack any intruder they find on their master... They must have been made by the Ancients, just like Wracktail... ---------------------- Yellow Magiblot ��������������� HP: 20 Attack: 5 Defense: 0 Description: That's a Yellow Magiblot. They are mad mages that live between dimensions... They only appear long enough to hurl spells at you... They use magic, so I assume they are quite intelligent, but nobody knows for sure... Yellow Magiblots are known for their average HP and Attack... ---------------------- Zoing-Oing ���������� HP: 12 Attack: 3 Defense: 0 Description: It's a Zoing-Oing... They're very rare, living only in the space between dimensions... If you hurt it, it will split into multiple Mini- Zoings... Zoing-Oings are very similar to other Oings... Except for their lovely pale hides... ---------------------- Zombie Shroom ������������� HP: 1 Attack: 2 Defense: 0 Description: That's a Zombie Shroom. It is an evil shroom monster that comes out of ? Blocks... It can move very fast in a limited area... But it has low HP, so you can take it out. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section VIII | Bosses | --------------------- This section lists all the bosses you face in the game, starting in the order you fight them in. Considering there's not as many bosses as there are enemies, I figure this would be fair. (Note: Optional bosses will be listed last.) ---------------------- O'Chunks (Part 1) �������� HP: 20 Attack: 1 Defense: 0 Description: That's O'Chunks. He's a big, bearded warrior of a man... He can grab you by the feet and hurl you... If you're in reach, he'll toss you, so keep your distance... But you can turn the tables on him and use Thoreau to send him flying... Strategies: O'Chunks on this first battle just jumps around, sometimes ground pounds, and throws you when you're too close. Just use Thoreau on him to stun him so you can get clear hits on him. Very easy. ---------------------- Fracktail ��������� HP: 18 Attack: 1 Defense: 0 Description: That's Fracktail, the robotic guardian of the Pure Heart. It's quite enormous... It can fly and swoop down with its big open mouth... But I think the antenna-like horn atop its head is its weak spot... I think you're going to need to use Thoreau to hit it... Strategies: After Fracktail swoops over you, flip to 3D and wait for Fracktail to show up in the horizon. Jump on him at the right time to get on. Now walk to his head and hit the antenna with its Frackle bots. ---------------------- Mimi (Part 1) ���� HP: ?? (Jumping on her takes out her legs. Get rid of all the legs to win) Attack: 1 Defense: 0 Description: That's Mimi. She's a slightly childish shape-shifter that works for Count Bleck... Just go for the head when you attack... She will briefly stop when she gets hit... That is when you should go on the attack... She might also hang from the ceiling and throw Rubees at you... Strategies: To kill her quickly, when she gets on the ceiling and drops a Rubee, pick one up with Thoreau and throw it at her to knock her down. Hit her with another Rubee to stun her, then jump on her. Now, be quick, and continue jumping on her using running jumps. She'll be taken down in less than a minute. ---------------------- Bowser (Part 1) ������ HP: 20 Attack: 1 (fire breath is 2) Defense: 0 Description: It's Bowser, of course. He's been Mario's enemy since day one, so why are you surprised to fight him again? Oh well, maybe he'll join you if you beat him. (...This is not an actual Tattle, by the way. Tippi isn't with you during this, so it's technically impossible to get a Tattle for him.) Strategies: All he basically does is breathe fire, run around, and jump. Since you can't throw him or stomp him due to his spikes, use Boomer on him. ---------------------- Mega Blooper ������������ HP: 18 Attack: 2 Defense: 0 Description: It's a giant Blooper! What is its weakness?! (Again, another fake Tattle description here.) Strategies: Nothing real here. Just attack the red tentacle when it comes up to damage him. ---------------------- Dimentio (Part 1) �������� HP: 30 Attack: 2 Defense: 0 Description: Dimentio is one crazy clown. He thinks this Dimension D of his makes him unstoppable, but he's still a piece of cake. Take him down! (You guessed it, another fake Tattle description!) Strategies: Just attack him while dodging his stuff. Occasionally he may split into two. Simply find the right one and attack him. The fake one you just go right through. ---------------------- Francis ������� HP: 40 Attack: 1 Defense: 0 Description: Francis is the ultimate nerd, the perfect tech geek, someone who has strange feti--wait, what was I talking about? Oh yeah, Francis. He's got totally hi-technical invisibility powers since he's a chameleon and all. He uses his camera to take flash photography, blinding you. Don't let it happen! This guy's really just a pushover. (Another fake Tattle!) Strategies: Just hop on him when he appears. And be quick about it! He can use his camera flash to stun you, swallow you up, and summon Meowbombs as well. ---------------------- Mr. L ����� HP: 40 Attack: 3 (6 with Super Jump) Defense: 0 Description: That's Mr. L. This new hire of Count Bleck's is a real mystery man... He uses his high jump as a weapon... And that powered-up super jump is quite...super... He has no otherr outstanding features of note. And why does he remind me so much of Mario...? Strategies: Mr. L mainly attacks by jumping around like Mario. Watch out for his Super Jump attack, as it can hurt. When his health is low, he'll occasionally bring out a Shroom Shake to restore 10 HP. If you hit him with Thoreau as he pulls one out, you can steal the Shakes to use on yourself. ---------------------- Brobot (Part 1) ������ HP: 255 Attack: 4 Defense: 3 (6 against fire) Description: That's the Brobot. This super robot is one of Mr. L's creations... It is loaded with different weapons that allow it to attack from any angle... Just try to avoid its attacks and use Squirps's beam when you get a chance... And try to grab a few Choco-Bars that float by... Strategies: This is a classic side-scrolling SHMUP-style boss fight, so don't be overwhelmed by the amount of HP he has. You just have to dodge lasers, missiles, bombs, and his ability to suck us up and spit us out for a lot of damage. There are also Choco-Bars scattered around that act as power-ups. Here they are. Power Up (Red Choco Bar): Doubles your attack power. Speed Up (Yellow Choco Bar): Allows you to move quicker. Missile (Green Choco Bar): You now shoot missiles, extra damage with these. Barrier (Blue Choco Bar): This puts up a shield which protects you. Split (Purple Choco Bar): Allows you to shoot two blasts at a time. ---------------------- O'Chunks (Part 2) �������� HP: 40 Attack: 2 Defense: 0 Description: That's O'Chunks. He's Count Bleck's main muscle... He can grab you by the feet and hurl you... If you're in reach, he'll toss you, so keep your distance... But you can turn the tables on him and use Thoreau to send him flying... Strategies: Same strategies as the first fight. Just use Thoreau to make life easier with him. ---------------------- O'Chunks (Part 3) �������� HP: 60 Attack: 3 Defense: 0 Description: That's O'Chunks. Dimentio has veggified him. He has no will of his own... He seems faster and stronger than before... But he will get dizzy after being thrown. That's your only chance... Don't let his quick movements confuse you. Just keep a steady head... Strategies: Pretty much the same, though he has more HP and a tornado-ish attack. He can also throw floor tiles at you, so be careful. Just use Thoreau. ---------------------- King Croacus ������������ HP: 50 Attack: 2 Defense: 0 Description: That's King Croacus. He leads the Floro Sapiens, and loves beautiful things... He attacks with his head, like other Floro Sapiens... I don't think you can damage him when his face is closed off like that... Using Thoreau to grab stuff, then jumping into him works pretty well, though... Strategies: Use Thoreau to grab King Croacus' many heads, and jump at the main head when he opens up to damage him. Pretty simple. After around half of his HP is depleted, the main head starts floating around and fires razor-sharp blades. Just grab the blades and throw them at him when he opens up to finish him off. You can also use a combination of Bowser + Carrie so you can jump on him and toast him with flames. ---------------------- Mimi (Part 2) ���� HP: 25 Attack: 2 Defense: 0 Description: That's Mimi, Count Bleck's shape-shifting minion... She has many creative Rubee attacks... But it's easy to guard against them with Peach's parasol... Then wait for an opening! Remember, you can use Thoreau to toss her precious Rubees back at her... If you hit her enough, she'll flip, so flip after her... Strategies: Peach is good to have in this boss, as her parasol can deflect the Rubees. Have Thoreau out too. Basically, just throw Rubees back at Mimi for the most part, since she has a Rubee shield on her most of the time. When Mimi flips though, things may get a little difficult. ---------------------- Brobot L-type ������������� HP: 64 Attack: 5 Defense: 4 (8 against fire) Description: That's Brobot L-type. Mr. L pulled out all the stops to make this one... Most of its moves are the same, but it can now use its hands or tackle you... He seems to be weak to explosions, so try using Boomer on his feet... You remember that after setting a bomb, you can press 1 again to set it off, right? Strategies: He has a lot of attacks at his disposal, so having Peach out seems appropriate. Boomer is a very handy Pixl here as well. Just bomb his feet and he'll be gone pretty quickly. ---------------------- Bowser (Part 2) ������ HP: 80 Attack: 8 Defense: 2 Description: That's Bowser, the king of the Koopas and archenemy of Mario... He has spikes, so you can't stomp him. As you'd imagine, his fiery breath and stomp attack do a lot of damage. You'll need to use Pixls and items to win this battle... Strategies: He hasn't changed at all from the first fight, if much, just a change of Attack and HP. Since you have Carrie, you can jump on Bowser now. It might help to use some items as well. ---------------------- The Underchomp �������������� HP: 16 (x3) Attack: 3 Defense: 0 Description: This is the Underchomp. It is a three-headed beast made of rather mean Chain Chomps... This one likes to battle in a turn-based fashion, but it's nothing you haven't encountered, right Mario? I've heard rumors say that The Underchomp is especially weak to music... (Fake Tattle...since Tippi can't be used in the battle for some reason.) Strategies: A turn-based battle! Don't feel overwhelmed by the amount of options though. Most commands either attack, do nothing, or prevent the Under- chomp from attacking. The only real command you should worry about is Piccolo, if you have the Pixl. Piccolo can make the Underchomp fall fast asleep, unable to attack. You may also have Bowser out if you want to deal some extra damage. ---------------------- Bonechill ��������� HP: 80 Attack: 4 Defense: 0 Description: That's Bonechill. This frigid boss escaped from his prison in The Underwhere... Bonechill will only be hurt by attacks to his head... To hit his head, you'll need Luigi's super jump, or Thoreau to toss icicles... Bonechill's icy breath can freeze you into a solid herocicle... I don't know why, but I get the feeling he's related to Grambi and the Nimbis... I wonder if he was once a... Strategies: He's the easiest if you just stand under him and use Luigi's super jump, but his attacks are...blowing ice at the ceiling to create icicles, firing ice chunks from his belly cannon, and blowing ice down to the ground. He's disappointingly easy after the likes of King Croacus and Brobot L-Type. ---------------------- O'Chunks (Part 4) �������� HP: 100 Attack: 4 Defense: 0 Description: That's O'Chunks. He's even bigger and stronger now...How is that even possible? He can now perform aerial attacks... When you see him in the air, take evasive action... Just keep moving to avoid him. Well, Bowser, now is your chance to settle it with O'Chunks... Strategies: O'Chunks is bigger than before, and has new attacks at his disposal, such as a farting divebomb, throwing pieces of the castle at you, among the same old attacks and strategies. He's still quite easy even after all this. You fight him as Bowser alone, but that makes this easy boss even easier, considering Bowser has insane attack power, especially now. Having Carrie out is a good option here so you can more easily avoid his attacks. ---------------------- Francis (Part 2) (Optional) ������� HP: 40 Attack: 1 Defense: 0 Description: That geeky chameleon is Francis. He's a little obsessive about his hobbies... He can also make himself invisible... You can't hit what you can't see, so wait for him to reappear... But he is still there. Look at the floor and find his shadow... Yech... Just looking at him bring back bad memories... ---------------------- Mimi (Part 3) ���� HP: ?? Attack: 4 Defense: 0 Description: That's Mimi, of course. She seems really set on winning this time... She has the same moves she had last time. She seems to be faster now. She can also rain down Rubees for a nasty attack... Better use your parasol for protection when that happens... Let's pay her back for all the times she tricked us... Strategies: Same as the first time you fought her spider form. Grab a Rubee with Thoreau, throw it at Mimi to stun her, then keep jumping on her until she is dead. ---------------------- Dimentio (Part 2) �������� HP: 80 Attack: 4 Defense: 0 Description: It's Dimentio again. This demented clown uses all kinds of magic spells at you... He can clone himself and fire many magic spells at you... Just be careful... He claims he's not a servant of Count Bleck, but can you really trust him? (Again, fake Tattle because you don't have Tippi in this battle.) Strategies: Pretty much the same as the first fight with Dimentio way back in Chapter 3-3, except with more health and Attack power. You only have Luigi in this fight, which actually seems to be the best option. Super Jump is a really good option here. ---------------------- Count Bleck ����������� HP: 150 Attack: 8 Defense: 0 Description: That's Count Bleck. This dark figure wants to destroy the universe... He was once Blumiere, a man that I loved... He will use all the powers the Chaos Heart grants him... But you can beat him if you give it your all... And beat him you must... For the sake of all worlds... And to save the Blumiere I loved... Strategies: At first, he has a barrier up. After a few hits, his barrier will go down and the true battle will begin. He has a slew of attacks, such as summoning miniature Voids, sucking you towards him, and all that. This is pretty much a battle for Luigi, as his Super Jump works wonders here. ---------------------- Super Dimentio �������������� HP: 200 Attack: 6 Defense: 0 Description: That's Super Dimentio, a freakish blend of Dimentio, the Chaos Heart, and Luigi... That monstrous body has immense power... Concentrate attacks on the head. You'll have to climb those platforms to reach the head to attack. This is truly the final battle... Winning is the only option... Strategies: That's a lot of health, and this battle can be quite challenging if you don't know what you're doing, or not even paying attention. And let's be honest, how are you NOT paying attention when it's the final boss of the game? :P Super Dimentio has tons of attacks at his disposal, like smashing his fists down on you, jumping down on you from above, and even the platforms can fire shots at you. Be careful here, and use your best attacks on the head and the final boss will be dead. ---------------------- Wracktail ��������� HP: ?? (I counted 30 hits, so maybe 360?) Attack: 10 Defense: 0 Description: That's Wracktail, the very menacing lord of the Pit of 100 Trials. It can fly and swoop down with its big open mouth... I think this is a prototype of an improved Fracktail from the Yold Desert... The Ancients must have built it. But like Fracktail, its antenna is its weak spot... Strategies: Wracktail fights exactly the same as Fracktail, but just has high HP and Attack. So you would normally throw its Wrackles at its antenna, right? Not if you have Luigi. Super Jump into the antenna, then continuously bounce on it. That will whittle it's somewhat high HP down very quickly. He may even be easier than Fracktail in that respect... ---------------------- Shadoo Description: Shadoo is a mysterious being made of shadows. He takes various forms and enhances them with his dark power. He was created by the Ancients, but he's turned rather evil over the years... You face him after enduring Flopside's Pit of 100 Trials twice. (This is my Tattle, Tippi actually has different Tattles for Shadoo's various forms. I will show them.) ------------ Dark Luigi ���������� HP: 100 Attack: 10 (20 with Super Jump) Defense: 0 Description: That's Dark Luigi. He lurks in the Flopside Pit of 100 Trials... He has the same incredible jumping ability as Luigi. Watch out for that super jump of his when you go to stomp him. But his jump could be an interesting opportunity for an attack as well... After all, he's not the real Luigi... He's just a bad copy... Strategies: Just like the Mr. L fight in Chapter 4, except he's a little faster, a little stronger, and a little more powerful. He even pulls out Shroom Shakes every once in a while. Use Thoreau to steal them and heal. ------------ Dark Bowser ����������� HP: 100 Attack: 20 Defense: 4 Description: That's Dark Bowser. This fake Bowser rules the Flopside Pit of 100 Trials... He has spikes, so you can't stomp on him... He has high Defense, so you'll need to use Boomer and Cudge... Watch out for his ferocious fire attack... But after all, he's not the real Bowser... He's just a bad copy... Strategies: Just like the fights with Bowser. He jumps around, breathes fire, and...that's it. Use a combination of Bowser + Carrie, Peach + Cudge, or Mario/ Luigi + Boomer. All those combinations do lots of damage. Bowser + Carrie is just good for jumping on him, Peach + Cudge is good for getting up close to him and using her guard to avoid getting stomped and fried, and Mario/Luigi with Boomer just for placing the Pixl for Dark Bowser to walk over while staying relatively safe. Choose whichever strategy, just make sure it's a wise one. Shadoo is a tough boss after all... ------------ Dark Peach ���������� HP: 100 Attack: 10 Defense: 0 Description: That's Dark Peach, a phony Peach that dwells in the Flopside Pit of 100 Trials... This Peach uses her parasol just like the original. And if she uses it in midair, she might mess up the timing of your attack... But that might also give you an opportunity to attack... After all, she's not the real Peach... She's just a bad copy... Strategies: Dark Peach mainly just floats around with her umbrella trying to stomp you. But what happens if you try to stomp on her? She brings up her guard. So what to do? Well, you can try a variety of things. You can use Cudge on her when she lands, you can plant Boomer and move out of the way just before she lands, and detonate it, or you can Fleep her while she's in mid-air so that she'll get dizzy, leaving herself open to an attack. Whatever suits you best. ------------ Dark Mario ���������� HP: 100 Attack: 10 Defense: 0 Description: That's Dark Mario. This fake Mario lives in the Flopside Pit of 100 Trials... He has high attack power and jumps and hammers well... If you don't plan your stomp, he might hit you with his hammer. You share weaknesses, so if you can exploit that, you'll win... After all, he's not the real Mario... He's Just a bad copy... Strategies: Dark Mario's basically like Dark Luigi, except he can hammer you if you get too close to him. Like Tippi said, if you don't time your jumps well, he could hammer you before you even touch him. You can use Boomer, Cudge, Fleep, or any attack items. You could also be daring and try to stomp him as your only form of attack... *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section IX. | Items | --------------------- This lists all items in the game. Alphabetical order in each category. This does not include recipes however, as those are covered in their own section. ____________ Normal Items\________________________________ Normal items are things you can use whenever you want, but disappear from your inventory once used. Be careful what you use... This includes attack items and recipes. For attack items, there's usually what's called an "action command" with them, which, if done correctly, makes the item more potent. ---------------------- Big Egg ������� Description: A big, yolky egg that restores 12 HP and cures poison. ---------------------- Black Apple ����������� Description: A black fruit from Overthere Stair. It tastes very weird... Restores 1 HP and cures poison. Most people notice no other effects. ---------------------- Block Block ����������� Description: A sweet barrier! Briefly makes you invincible. Action Command: Press the Control Pad directions with good timing! ---------------------- Blue Apple ���������� Description: A blue fruit from Overthere Stair. It tastes a little weird... Restores 5 HP and cures poison. Most people notice no other effects. ---------------------- Bone-In Cut ����������� Description: A legendary cut of meat that briefly doubles your Attack. ---------------------- Cake Mix �������� Description: A sweet mix that restores 5 HP and cures poison. ---------------------- Courage Shell ������������� Description: This shell briefly reduces the damage you take by half. Action Command: Press 2 when it points to red! ---------------------- Dayzee Tear ����������� Description: Sad, sad liquid that restores 3 HP and cures poison. ---------------------- Dried Shroom ������������ Description: A dried shroom. Restores 1 HP and cures poison. ---------------------- Fire Burst ���������� Description: Broils enemies with searing flames. Action Command: Shake the Wii Remote up and down! ---------------------- Fresh Pasta Bunch ����������������� Description: This noodly delight restores 5 HP and cures poison. ---------------------- Fresh Veggie ������������ Description: A crunchy veggie that restores 10 HP and cures poison. ---------------------- Ghost Shroom ������������ Description: Summons a Ghost Shroom to snack on your enemies. Action Command: Move the star around the mushroom repeatedly! ---------------------- Gold Bar �������� Description: A gold bar worth around 100 coins! ---------------------- Gold Bar x3 ����������� Description: Three gold bars worth around 300 coins! ---------------------- Golden Leaf ����������� Description: A precious leaf. Restores 1 HP and cures poison. ---------------------- Gold Medal ���������� Description: A super-rare gold medal worth 10,000 points! ---------------------- Honey Jar ��������� Description: Sweet honey that restores 10 HP and cures poison. ---------------------- Horsetail ��������� Description: A spring reed that restores 7 HP and cures poison. ---------------------- Hot Sauce ��������� Description: Now THAT'S a spicy sauce! Temporarily doubles Attack. ---------------------- HP Plus ������� Description: A heart that fortifies your bod! Raises max HP by 5. ---------------------- Ice Storm ��������� Description: Pelts enemies with frigid shards of ice. Action Command: Shake the Wii Remote up and down! ---------------------- Inky Sauce ���������� Description: A squiddy sauce. Restores 3 HP and cures poison. ---------------------- Keel Mango ���������� Description: A moist mango. Restores 7 HP and cures poison. ---------------------- Life Shroom ����������� Description: Automatically restores 5 HP if you fall in battle. Eat it at any other time to restore 5 HP and cure poison. ---------------------- Long-Last Shake ��������������� Description: A fungal drink that regenerates your HP over time. Action Command: Tilt the Wii Remote as shown! ---------------------- Mighty Tonic ������������ Description: A potent drink that briefly doubles your Attack! Action Command: Shake the Wii Remote up and down! ---------------------- Mild Cocoa Bean ��������������� Description: Delicious chocolate! Restores 5 HP and cures poison. ---------------------- Mistake (Recipe) Description: Send it back to the kitchen! Fills 1 HP and cures poison. This is what you get for straying from the recipe... ---------------------- Mystery Box ����������� Description: What does this do? Only one way to find out... ---------------------- Peachy Peach ������������ Description: A succulent peach. Restores 10 HP and cures poison. ---------------------- Pink Apple ���������� Description: A pink fruit from Overthere Stair. It tastes sort of weird... Restores 5 HP and cures poison. Most people notice no other effects. ---------------------- Poison Shroom ������������� Description: A dangerous poison shroom. (Poisons you if eaten.) ---------------------- POW Block ��������� Description: Rattles enemies on the ground and ceiling. Action Command: Shake the Wii Remote with good timing! ---------------------- Power Plus ���������� Description: A get-burly-quick item! Raises Attack by 1 permanently. ---------------------- Power Steak ����������� Description: Beefy meat that restores 15 HP and cures poison. ---------------------- Primordial Fruit ���������������� Description: A Cragnon fruit that restores 10 HP and cures poison. ---------------------- Red Apple ��������� Description: A red fruit from Overthere Stair. It tastes pretty weird... Restores 5 HP and cures poison. Most people notice no other effects. ---------------------- Sap Soup �������� Description: Concentrated syrup. Restores 3 HP and cures poison. ---------------------- Shell Shock ����������� Description: Rams into enemies when you kick the shell. Action Command: Aim with your cursor and fire at the shell! ---------------------- Shooting Star ������������� Description: Showers enemies with a flurry of shooting stars. Action Command: Aim with your cursor and fire at stars! ---------------------- Shroom Shake ������������ Description: A feel-good drink. Restores 10 HP and cures poison. ---------------------- Sleepy Sheep ������������ Description: Just looking at this thing briefly puts enemies to sleep. Action Command: When the star flashes, hold 2! ---------------------- Slimy Shroom ������������ Description: A buttery shroom. Restores 10 HP and cures poison. ---------------------- Smelly Herb ����������� Description: An aromatherapy herb that restores 5 HP and cures poison. ---------------------- Snow Bunny (Recipe) Description: A chilly treat! Freezes enemies for chilly damage. ---------------------- Star Medal ���������� Description: A super-shiny silver medal worth 1,000 points! ---------------------- Stop Watch ���������� Description: A wacky watch that stops enemies in their tracks. Action Command: When the star flashes, press 2! ---------------------- Super Shroom Shake ������������������ Description: A feel-super drink. Restores 20 HP and cures poison. ---------------------- Thunder Rage ������������ Description: Strikes enemies with lightning. Action Command: Shake the Wii Remote up and down! ---------------------- Turtley Leaf ������������ Description: A burly leaf that reduces all damage by half. ---------------------- Ultra Shroom Shake ������������������ Description: A feel-mega drink. Restores 50 HP and cures poison. ---------------------- Volt Shroom ����������� Description: A shocking shroom! Briefly paralyze enemies you touch. Action Command: Press the flashing button! ---------------------- Whacka Bump ����������� Description: A bump from a poor Whacka. Fills 30 HP and cures poison. How do you sleep at night? ---------------------- Yellow Apple ������������ Description: A yellow fruit from Overthere Stair. It tastes weird... Restores 5 HP and cures poison. Most people notice no other effects. ____________ Key Items \________________________________ Key (or Important) Items are items used in the plot. This includes various things like a fish bowl, or various other items. They aren't used like normal items. This does not include generic actual keys. ---------------------- Ancient Clue ������������ Description: A paper with clues about the location of space treasure. You bought this from Blappy on Planet Blobule. It says... "By rock man's noggin, when outer space is reversed, the door secret hides." Acquired: From Blappy in Chapter 4-2. ---------------------- Autograph ��������� Description: A lipstick-marked paper. Take it to Old Man Watchitt. Acquired: From Merlumina in Chapter 1-4. Part of the Piccolo fetch quest. ---------------------- Blue Orb �������� Description: A blue orb from Blubi. It draws a bridge to the temple. Acquired: From Blubi in Sector 2 in Chapter 7-4. You must have the Yellow and Red Orbs first. ---------------------- Card Key �������� Description: A key to a door in the Processing Center. Acquired: In the small passage in the room leading to the Processing Center. ---------------------- Cooking Disk B �������������� Description: A data card for the Dining Specializer. Acquired: Flip inside the bar of Flopside B1 to find this in the back room, next to the Golden Card. ---------------------- Cooking Disk G �������������� Description: A data card for the Dining Specializer. Acquired: In Chapter 5-1. In Downtown of Crag, head to the far right where the star door is, flip to 3-D, and use Dottie to go through the mousehole. At the other side, go down the pipe, through the coin area into the next pipe, and flip. Open the chest for this. There's also the famous, but rare, Whacka here. ---------------------- Cooking Disk PU ��������������� Description: A data card for the Dining Specializer. Acquired: In Chapter 7-4, Sector 2, go to the very right to find a lone pillar. Flip to find it's a pipe. Go down it, then kill the Gigabite in this room. A chest with this item will be revealed. ---------------------- Cooking Disk R �������������� Description: A data card for the Dining Specializer. Acquired: Flip in front of Merlon's in Flipside, head through the gate, and find a pipe on a platform blocked by brick blocks. Jump up there, bomb the blocks, and head through. Here, use a series of Tippi's revealing power and jumping up and you'll eventually reach a platform with this disk. To use it, insert it into the machine in Saffron's place. ---------------------- Cooking Disk W �������������� Description: A data card for the Dining Specializer. Acquired: Similar to Cooking Disk R. Flip in front of Nolrem's in Flopside, head through the gate, and find a pipe suspended in air. Use Tippi to reveal the platform below the pipe, and head through. Here, use a series of Tippi's revealing power and jumping up and you'll eventually reach a platform with this disk. To use it, insert it into the machine of the cooking place in Flopside or Flipside. ---------------------- Cooking Disk Y �������������� Description: A data card for the Dining Specializer. Acquired: Inside the house right of Dyllis' place in Flopside 1F. Flip while inside to find this on top of a table. ---------------------- Crystal Ball ������������ Description: A crystal ball Merluvlee gave you. Take it to Merlee. Acquired: From Merluvlee after giving her the Training Machine. Part of the Piccolo fetch quest. ---------------------- Diet Book ��������� Description: A book about slimming down. Do I look like I need to diet? Acquired: From a D-Man in Chapter 7-2. Part of a quest for Hagra in order to continue to 7-3. ---------------------- Fire Tablet ����������� Description: A tablet with the symbol of fire chiseled on it. Acquired: In Chapter 5-2. One of the areas has a path leading downward if you flip to 3-D. Down there is a black rock. Use Bowser's fire breath on it to get this. ---------------------- Floro Sprout ������������ Description: O'Chunks dropped this sprout. What happens if you wear it? Acquired: From O'Chunks by battling him in Chapter 5-4. ---------------------- Golden Card ����������� Description: A card that allows you to play a hidden arcade game. Acquired: Flip inside the bar of Flopside B1 and you should find this in the back room, next to Cooking Disk B. ---------------------- Goldfish Bowl ������������� Description: You can't this yet! Find a place to release the fish! Acquired: After entering Chapter 4, talk to Merlon and go to Flipside 3F to find a kid with a fishbowl. He'll give this to you if you promise to set his fish free. This turns into the Space Helmet once you free Captain Gills. ---------------------- Helmet ������ Description: A must-have item for any space explorer. Acquired: Free Captain Gills from the Goldfish Bowl. Now you can freely explore Chapter 4! ---------------------- House Key ��������� Description: A key to a door in Merlee's Mansion. Acquired: One of the rooms in Merlee's Mansion. (Second floor, farthest right.) ---------------------- Old Key ������� Description: A key to a door somewhere in town. Acquired: Merlon gives it to you after finishing Chapter 1 and getting Peach in your party. It's used somewhere in Flipside... ---------------------- Paper ����� Description: A piece of paper. Look for someone to sign it. Acquired: From Old Man Watchitt. Part of the Piccolo fetch quest. ---------------------- Pit Key ������� Description: A key to a door in the Pit of 100 Trials. Acquired: From an enemy in the Flipside/Flopside Pit of 100 Trials. ---------------------- Training Machine ���������������� Description: An exercise machine. Take it to Merluvlee. Acquired: From Bestovius after giving him the You-Know-What. Part of the Piccolo fetch quest. ---------------------- Random House Key ���������������� Description: A key to open a door somewhere in the world. Acquired: From Merlee after giving her the Crystal Ball. Used to open the shack in Flopside 1F to free Piccolo. ---------------------- Red Orb ������� Description: A red orb from Rebbi. It draws a bridge to the temple. Acquired: From Rebbi in Sector 7 of Chapter 7-4. ---------------------- Return Pipe ����������� Description: A magic pipe that returns you to Flipside from afar. ...But you can't use it if the signal can't reach. Acquired: Merlon gives it to you before you enter Chapter 1. ---------------------- Stone Tablet ������������ Description: A tablet with the symbol of stone chiseled on it. Acquired: In Chapter 5-2, circle around the Yoshi-shaped rock once to reveal this. ---------------------- Water Tablet ������������ Description: A tablet with the symbol of water chiseled on it. Acquired: Down the pool of water in the first area of Chapter 5-2. ---------------------- Yellow Orb ���������� Description: A yellow orb from Yebbi. It draws a bridge to the temple. Acquired: From Yebbi in Sector 6 of Chapter 7-4. ---------------------- You-Know-What ������������� Description: A...you-know-what! Take it to Bestovius. Acquired: From Old Man Watchitt after giving him the Autograph. Part of the Piccolo fetch quest. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section X | Card List | --------------------- This will detail every card in the game and where they can be found. This also includes the enemy descriptions shown in each card. I could list the HP and Attack, but that would make it a bit redundant, considering I already have an enemies section that does that. Also, every card can be bought from the Card Shops in Flipside and Flopside, (barring most very rare cards) but for the most part, I will show where to get each card if they can be found laying around anywhere. Also, DO NOT SELL ANY CARDS, especially if they are rare. Unless you have duplicates and need money badly, do not sell any. There is a chance you may not get the card again. The main reason for this is that most cards have special effects when in your possession. Mainly, if you get an enemy card, it does double the damage for that enemy, and it accumulates the more of the same card you pick up. Like, say a Goomba. You can do 20 damage to it. With a Goomba card, you'll now do 40 damage to any Goomba enemy, but no other enemy. If you collect another Goomba card, you'll do 80 damage to any Goomba enemy. See? The effects stack. Nothing happens for character or boss cards, as you don't really attack the characters, and most likely when you get a card for a boss, you've already beaten that boss. The only exceptions are the cards of the playable characters. (Not the Pixls) For example, the Mario card doubles Mario's Attack Power, plus allows for infinite 3-D power. Peach, Bowser, and Luigi cards also double the Attack power for those characters. This is pretty much the only reason not to sell any cards you get, simply because of the special powers they give you. ---------------------- 001: Goomba ����������� Rarity: * Description: This lowly goon is always getting stomped on. It isn't easy being a soft, mushroomy minion. Where to find: One can be found behind a tall pipe in Chapter 1-1, but are otherwise rather common cards. ---------------------- 002: Dark Goomba ���������������� Rarity: * Description: This Dark Goomba dwells in a certain secret pit. It's shadowy, adorable, and oh so stompable. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 003: Spiked Goomba ������������������ Rarity: * Description: A Goomba with a spike strapped to its helmet. Head spikes: the ultimate in antistomping technology. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 004: Dark Spiked Goomba ����������������������� Rarity: * Description: This spiky guy dwells in a certain secret pit. It may be dark, but it's not dim. Or is it...? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 005: Paragoomba ��������������� Rarity: * Description: A Goomba that has been through airborne training. One stomp, and it's like it never went to flight school. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 006: Dark Paragoomba �������������������� Rarity: * Description: The Dark Paragoomba lives in a certain secret pit. Give it a friendly stomp to turn it into a Dark Goomba. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 007: Gloomba ������������ Rarity: * Description: A Goomba that thrives in dank, depressing holes. A strict all- mushroom diet makes this guy extra fungal. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 008: Headbonk Goomba �������������������� Rarity: * Description: A tenacious Goomba that'll headbonk anything in sight. Caution: headbonking is a leading cause of headaches. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 009: Dark Headbonk Goomba ������������������������� Rarity: * Description: Dark Headbonk Goombas live in a certain secret pit. They look like Dark Goombas, but they bonk! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 010: Koopa Troopa ����������������� Rarity: * Description: Koopa Troopas have always been causing trouble. When they get attacked, they retreat into their shells. Of course, there's nothing stopping you from kicking it. Where to find: One can be found inside a chest if you flip to 3D at the end of 1-1 to see a hidden path, but are otherwise rather common cards. ---------------------- 011: Mega Koopa ��������������� Rarity: * Description: This Koopa got a Mega Star. Now it's a mega problem. Don't look at it in 3-D, or it'll blow your mind! Where to find: Buy it at the Flipside/Flopside Card Shop, or buy items at regular shops until you acquire 100 shop points. ---------------------- 012: Dark Koopa ��������������� Rarity: * Description: This guy dwells in a certain secret pit. Like a Koopa, but somehow...darker. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 013: Koopatrol �������������� Rarity: * Description: The heavy-metal Koopatrol feels no remorse. It'll roll right over its own Koopa granny. But it's not well suited for aquatic operations. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 014: Dark Koopatrol ������������������� Rarity: * Description: Dark Koopatrols dwell in a certain secret pit. Stomp them to turn them into...dark shells. Shocker! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 015: Paratroopa ��������������� Rarity: * Description: This Koopa Troopa breezed through flight school. A quick stomp to the head will ground it. Forever. Where to find: At the beginning of Chapter 1-2, flip to 3D and find a path that goes behind the level. Follow it and open the chest at the other end. This is a common card otherwise. ---------------------- 016: Dark Paratroopa �������������������� Rarity: * Description: Dark Paratroopas defend a certain secret pit. You think they'll turn into Dark Koopas when stomped? ...You'd be right. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 017: Buzzy Beetle ����������������� Rarity: * Description: This little guy is built to withstand anything. Even a Muth stampede wouldn't flatten it. ...Probably. Where to find: One can be found in Chapter 1-4, in the room after you hit a switch with a Squiglet. Going right and flipping reveals a path that leads to this card. ---------------------- 018: Spike Top �������������� Rarity: * Description: A Buzzy Beetle that's all spiked out and ready to go. Try to control your urge to stomp on it. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 019: Dark Spike Top ������������������� Rarity: * Description: It's a Dark Spike Top from a certain secret pit. Still cute, despite looking more noticeably evil. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 020: Parabuzzy �������������� Rarity: * Description: Just look at this cute little Buzzy Beetle with wings! It'll lose its wings if you stomp on it. Of course, that would be totally heartless. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 021: Spiky Parabuzzy �������������������� Rarity: * Description: Not so cute anymore, is it? Wings! Spikes! Come on! You can't stomp it AND it's hard to hammer. Brutal. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 022: Stone Buzzy ���������������� Rarity: * Description: It's a Buzzy Beetle with a rock-hard shell. You'll have to stomp it a few times to crack it. You may feel a little guilty, but push through it. Where to find: A card can be found in Chapter 5-2, in the area with the Star Block goal. Stand on the ledge near the top of the ladder, float across right with Peach, and flip to find a chest with this in it. ---------------------- 023: Dark Stone Buzzy ��������������������� Rarity: * Description: It's a Dark Stone Buzzy from a certain secret pit. They look the same, but they're definitely tougher. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 024: Spiny ���������� Rarity: * Description: You DO NOT want to step on this razor-sharp baddie. They're born covered in spiny spines. This makes hugging a Spiny a little...awkward. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 025: Dark Spiny ��������������� Rarity: * Description: This Dark Spiny waddles in a certain secret pit. You can't see its beady little eyes, but it's watching... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 026: Lakitu ����������� Rarity: * Description: Lakitu chucks Spinys like coins at a Pianta Parlor. What's its problem? Someone made fun of its glasses. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 027: Dull Bones ��������������� Rarity: * Description: This undead Koopa wanders around with a blank stare. It's not too psyched about being dead. It mostly throws bones out of sheer spite. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 028: Dark Dull Bones �������������������� Rarity: * Description: The Dark Dull Bones dwells in a certain secret pit. The bones it throws are really...shady. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 029: Dry Bones �������������� Rarity: * Description: This resilient revenant won't rest in peace. Maybe it's its undying loyalty to Bowser. Or was it the pie it never had a chance to eat? Where to find: In The Underwhere, Chapter 7-1, go to where Luigi can be found after the mess of sewer halls. Fall down and flip with Mario to see an opening with a chest. Open the chest for this card. ---------------------- 030: Hammer Bro. ���������������� Rarity: ** Description: This elite Koopa has a hankering for hammers. It mostly likes to sit up high and toss down hammers. One day, it'll take the carpentry world by storm. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 031: Dark Hammer Bro. ��������������������� Rarity: * Description: Dark Hammer Bro. terrorize a certain secret pit. Fear them! Fear them or be struck with flying mallets. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 032: Boomerang Bro. ������������������� Rarity: ** Description: This elite Koopa goes bananas for boomerangs. Unfortunately, they hurt when you try to eat them. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 033: Dark Boomerang Bro. ������������������������ Rarity: * Description: This Dark Boomerang Bro dwells in a certain secret pit. Is it all that smart to throw boomerangs in the dark? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 034: Fire Bro. �������������� Rarity: ** Description: This elite Koopa has an unhealthy fireball fixation. However, it's a big hit at Koopa cookouts. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 035: Dark Fire Bro. ������������������� Rarity: * Description: This Dark Fire Bro dwells in a certain secret pit. Are pitch-black fireballs even hot? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 036: Magikoopa �������������� Rarity: ** Description: This elite Koopa is an expert hexologist. It also has questionable taste in eyewear. Where to find: Chapter 3-1, underground section. Get to the end where the pipe is, but take the classic "warp pipe area" secret; hop on the nearby elevator, then jump onto the roof. Walk right to find three pipes. Enter the third one from the left, and flip to find a chest with this card. ---------------------- 037: Dark Magikoopa ������������������� Rarity: * Description: Dark Magikoopas dwell in a certain secret pit. Too bad you can't see its face... It's wearing contacts! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 038: Koopa Striker ������������������ Rarity: * Description: This Koopa Striker kicks for the love of the game. Its luxurious eyebrows are... Wait a sec... GOOOAAAALLLL! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 039: Toopa Striker ������������������ Rarity: ** Description: Toopa Strikers are true team players. Watch out for the no-look shell-to-face assists! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 040: Soopa Striker ������������������ Rarity: * Description: It's the star player of the Koopa Kickers. It's even on the cover of Koopa Kleats magazine! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 041: Dark Striker ����������������� Rarity: * Description: Dark Strikers play in a certain secret pit. One red card too many, and they went to the dark side! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 042: Clubba ����������� Rarity: * Description: This soldier would rather nap than face the front lines. Hauling that club around would make anyone tired. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 043: Dark Clubba ���������������� Rarity: * Description: This Dark Clubba stumbles around a certain secret pit. Dark Clubbas are still sleepy. Some things never change! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 044: Squiglet ������������� Rarity: * Description: Awww...look at that adorable little Squiglet. So adorable under your foot. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 045: Squig ���������� Rarity: * Description: This nasty little guy needs to learn some manners. It spits rocks at people! Honestly, who does that? Where to find: One can be found behind a rock in the first area of Chapter 1-3 by flipping. ---------------------- 046: Squog ���������� Rarity: * Description: For wild, feral animals, Squogs are pretty cute. That is, until you see them eating. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 047: Squoinker �������������� Rarity: * Description: Squoinkers are proud to be pretty in pink. The polka dots are for extra intimidation. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one in the Flipside Pit of 100 Trials. ---------------------- 048: Dark Squiglet ������������������ Rarity: * Description: The Dark Squiglet dwells in a certain secret pit. Awwww, it spits oily black rocks! Adorable! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 049: Sproing-Oing ����������������� Rarity: * Description: Sproing-Oings split in three when they get stomped. The little critters can throw off your timing, so watch it! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 050: Boing-Oing ��������������� Rarity: * Description: This bouncing bully splits in three when you stomp it. Stomp your heart out before you get swarmed! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 051: Zoing-Oing ��������������� Rarity: * Description: This mad hopper splits in three when you stomp it. It's looking a little on the pale side. Maybe it's all that late-night trampoline training. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 052: Dark Sproing-Oing ���������������������� Rarity: * Description: The Dark Sproing-Oing dwells in a certain secret pit. This one doesn't split and clone... Haha, actually it does. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 053: Boomboxer �������������� Rarity: * Description: This music maven will assault you with bowel-busting bass! What's with the face it makes when it rocks out? Where to find: In Yold Town of Chapter 1-2, get on top of the ? block between the first two buildings, then jump across the roofs of buildings to the right to find this. This is a common card otherwise. ---------------------- 054: Beepboxer �������������� Rarity: * Description: This angry audiophile deafens you with sound. Loves loud music, but hates explosions. Go figure. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 055: Blastboxer ��������������� Rarity: * Description You're going to be blown away by this mighty rocker. This one hates explosions, which is totally not metal. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 056: Dark Boomboxer ������������������� Rarity: * Description: This Dark Boomboxer rocks out in a certain secret pit. It's sad not to see that crazy face it makes... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 057: Piranha Plant ������������������ Rarity: * Description: This violent vine lurks in pipes, waiting for a snack. You'd be surly too if you lived in a pipe. Where to find: In Chapter 3-1, in the above-ground area with the red pipes, head all the way to the right and flip to 3-D to find a way to the top of the colored blocks, then jump to the purple blocks to find more blocks. Jump up them to find this. ---------------------- 058: Putrid Piranha ������������������� Rarity: * Description: It's a poisonous Piranha Plant. As they say, every rose has a venomous bite. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 059: Frost Piranha ������������������ Rarity: * Description: Someone left this flower out in the winter cold. On the plus side, it can cool beverages in a hurry. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 060: Crazee Dayzee ������������������ Rarity: * Description: Crazee Dayzees are cute, but they'll put you to sleep. But sleeping isn't really all that Crazee... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 061: Amazy Dayzee ����������������� Rarity: *** Description: This bashful bloom will run off if you get too close. What makes it so Amazy, anyway? It seems more like a wallflower. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 062: Dark Dayzee ���������������� Rarity: ** Description: Dark Dayzees sprout in a certain secret pit. Even in the dark... This flower's got style! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 063: Fuzzy ���������� Rarity: * Description: What dark and evil thoughts dwell in this beast's brain? And what's so fuzzy about it anyway? It doesn't look too cuddly. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 064: Pink Fuzzy ��������������� Rarity: * Description: If you had to be a Fuzzy, pink wouldn't be a bad color. Still, no one's winning any cuteness contests here. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 065: Dark Fuzzy ��������������� Rarity: * Description: This Dark Fuzzy squirms in a certain secret pit. This one must have come from a load of dark laundry... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 066: Pokey ���������� Rarity: * Description: This cactus column wanders the desert wasteland. When it attacks, it hurls parts of itself at you. Literally. Which is kind of sad, really. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 067: Poison Pokey ����������������� Rarity: * Description: With prickles and poison, this baddie is double trouble. All it needs is a big hug. Any volunteers? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 068: Dark Pokey ��������������� Rarity: * Description: This Dark Pokey teeters in a certain secret pit. It looks so serious when it wears black! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 069: Cheep Cheep ���������������� Rarity: * Description: These odd fish hurl themselves out of the water. For a fish, it's not the safest hobby. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 070: Blooper ������������ Rarity: * Description: Bloopers love to laugh at other Blooper's bloopers. Nobody wants to end up on the Blooper reel. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 071: Bittacuda �������������� Rarity: * Description: This big fish could feed an army! ...Or eat an army. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 072: Jawbus ����������� Rarity: * Description: Count on a Jawbus to stick its neck out for you. ...Or at you. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 073: Rawbus ����������� Rarity: ** Description: This nasty dino has always got to give you a jaw full. Flip to 3-D and check out its funny little limbs! Where to find: In Chapter 7-3, guarded by two Rawbus enemies. After two bouncy clouds in Stair 2. ---------------------- 074: Dark Jawbus ���������������� Rarity: * Description: This Dark Jawbus dwells in a certain secret pit. It was so nice to see its face. Now it's all shadow... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 075: Gawbus ����������� Rarity: * Description: This thing is always sticking its neck in your business. It'll flounder around when it's waiting to be picked up. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 076: Spania ����������� Rarity: * Description: This horned beast will charge right at you. Stay light on your feet, or you'll be skewered! Where to find: In Chapter 5-3, at the very end of the long area with a bonus ladder block and many doors, head to the very end, hit the yellow block, head through the door, through the cart ride, and into the next door. Drop down to the bottom, go all the way right past the Floro Cragnons, and flip to see an opening. The card is inside. ---------------------- 077: Dark Spania ���������������� Rarity: * Description: This Dark Spania spins in a certain secret pit. Think of it, just spinning around in the darkness... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 078: Cursya ����������� Rarity: * Description: This nasty critter will slow you down. It's just so easy to get lost in those dreamy eyes. Where to find: In the very beginning of Chapter 2-2, before entering the mansion, head to the very right, stand on the block, and jump to hit a ladder block. Climb up it, and use Peach to glide to the platform just above the door. (The roof holds a Stop Watch.) ---------------------- 079: Back Cursya ���������������� Rarity: * Description: This pest will send you straight back to Flipside. Then again, it's one way to cut down on your commute. Where to find: With Treasure Map 18. At the very right of the beginning area are colored blocks that form figures when you flip to 3-D. Use Fleep on the blue blocks. ---------------------- 080: Tech Cursya ���������������� Rarity: * Description: This evil baddie can whip up a helping of instant amnesia. Just like that, and you can't flip between dimensions! You never know what you had until it's gone, right? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 081: Heavy Cursya ����������������� Rarity: * Description: This thing will hit you like a ton of bricks. You'll barely be able to hop a few inches off the ground. Take it out from a distance. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 082: Reversya Cursya �������������������� Rarity: * Description: Hit this thing and you'll lose all sense of direction. Don't be alarmed: everything will be backwards. But if you relax a little, you'll figure it out. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 083: Dark Curysa ���������������� Rarity: * Description: Dark Cursyas live in a certain secret pit. Play the fun game and see which curse you'll get! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 084: Dark Tech Cursya ��������������������� Rarity: * Description: This Dark Tech Cursya lurks in a certain secret pit. This is the last place I want to meet one of these guys... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 085: Dark Heavy Cursya ���������������������� Rarity: * Description: This Dark Heavy Cursya lurks in a certain secret pit. Isn't it fun to guess which curse you'll get? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 086: Dark Reversya Cursya ������������������������� Rarity: * Description: This Dark Reversya Cursya lurks in a certain secret pit. You never know what curse uou get until you touch it! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 087: Swooper ������������ Rarity: * Description: Swoopers aren't so bad, they're just lonely. Strangely, they greet visitors by snacking on their heads. ...This could explain why they have no friends. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 088: Cherbil ������������ Rarity: * Description: This odd floating beast strikes with sleepy gas. One whiff of that gas, and it's sweet dreams... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 089: Ice Cherbil ���������������� Rarity: * Description: This floating beast attacks with ferocious freezy gas. It loves blue raspberry snow cones... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 090: Poison Cherbil ������������������� Rarity: * Description: This floating beast attacks with perilous poison gas. I hear it smells awful. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 091: Dark Cherbil ����������������� Rarity: * Description: This odd gassy creature puffs itself up and explodes. They have sleepy, freezy, and poison gas, so watch out! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 092: Boo �������� Rarity: * Description: These spooks only approach when your back is turned. They'd be awesome at "Red light, green light"! ...Except they bite you if they win. Where to find: In Chapter 2-3, hop to the second floor to the right, flip to 3D and use Boomer to blow up the brick (block) wall. ---------------------- 093: Dark Boo ������������� Rarity: * Description: This ghastly ghost hates being stared at. Unlike other Boos, it will turn around in front of you. Where to find: A card can be found in Chapter 7-2. In the first dark room, after three flippy transports, drop to the right to find this card inside a chest. ---------------------- 094: Dark Dark Boo ������������������ Rarity: * Description: This Dark Dark Boo dwells in a certain secret pit. Dark sheets make it extra not-so-scary! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 095: Atomic Boo ��������������� Rarity: * Description: This gigantic Boo still hides when you look at it... Some say it's a gathering of many smaller Boos... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 096: Growmeba ������������� Rarity: * Description: Growmebas copy themselves over and over and over. Just stomp the real one to make them all disappear. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 097: Blomeba ������������ Rarity: * Description: This weird little guy can't stop copying itself. Try using an item to put them all out of their misery. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 098: Chromeba ������������� Rarity: * Description: This devious doppelganger loves to copy itself. Stomp them all before the problem multiplies! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 099: Dark Growmeba ������������������ Rarity: * Description: This Dark Growmeba lurks in a certain secret pit. Which one's real?! Gah, it's very hard to tell. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 100: Mister I ������������� Rarity: * Description: It's an eye. A big, juicy, unblinking, ever-watching eye. ...Gross. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 101: Red I ���������� Rarity: * Description: This big, red eye looks a little irritated. It must not be getting much sleep these days. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 102: Chain Chomp ���������������� Rarity: * Description: Chain Chomps are more bark than bite. But that's not much comfort for the mailman... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 103: Red Chomp �������������� Rarity: * Description: This bright red breed isn't very well behaved. That probably rules out winning best of show. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 104: The Underchomp ������������������� Rarity: ** Description: The three Dorguys command this special breed of Chomp. In off- hours, they like to practice their comedy act. Where to find: With Treasure Map 41. At the very end of Chapter 7-2, use Fleep on one of the windows near the beams of light. ---------------------- 105: Dark Chomp ��������������� Rarity: * Description: This Dark Chomp makes its home in a certain secret pit. Who's a good boy?! Who's a dark, evil boy! Yes you are! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 106: Bald Cleft ��������������� Rarity: * Description: This hardheaded minion is easily mistaken for a rock. It'll turn around if it bumps into a wall. If hit with an explosion, its Defense drops to 0. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 107: Moon Cleft ��������������� Rarity: * Description: It's an evil mineral that looks just like a rock. That is, until it's too late! Where to find: A card can be found in Chapter 5-1, in the second area. Once you start climbing, flip to 3-D in the valley you get to find a chest containing this. ---------------------- 108: Dark Cleft ��������������� Rarity: * Description: This Dark Cleft dwells in a certain secret pit. You'd have to really try to mistake it for a rock... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 109: Shlurp ����������� Rarity: * Description: This hungry beast really sucks...stuff up! Bombs give it a bad case of heartburn. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 110: Shlorp ����������� Rarity: * Description: It's a vacuum! It's a worm! It's both! Don't feed it bombs, or you'll ruin its supper. Forever. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 111: Dark Shlurp ���������������� Rarity: * Description: The Dark Shlurp dwells in certain secret pit. Now with the cleaning power of darkness! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 112: Thwomp ����������� Rarity: ** Description: This block-headed rocker really loves making pancakes. All that macho pounding must be a sign of insecurity. Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 113: Spiny Tromp ���������������� Rarity: ** Description: It's a massive, rolling pinwheel of doom. If it keeps rolling, maybe it'll aerate someone's lawn. Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 114: Spiky Tromp ���������������� Rarity: ** Description: This bowling boulder rolls around in search of prey. Don't get caught under its spikes, or you'll be tenderized. Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 115: Bullet Bill ���������������� Rarity: * Description: In our hearts, this monster is number one with a bullet. It does have a short fuse, though... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 116: Bill Blaster ����������������� Rarity: * Description: It's a big, burly cannon. Where do all those bullets come from? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 117: Ruff Puff �������������� Rarity: * Description: This little thundercloud is darkening a sky near you! Looks a little like cotton candy, but don't bite! Where to find: A card can be found in Chapter 7-3, in Stair 3, behind some blocks that seem to form a stair. ---------------------- 118: Dark Ruff Puff ������������������� Rarity: * Description: This Dark Ruff Puff floats in a certain secret pit. Dark thunder... Wow... That is so METAL! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 119: Lava Bubble ���������������� Rarity: * Description: Lava Bubbles always have a bounce to their step. But watch out: they've got fiery tempers. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 120: Tileoid G �������������� Rarity: * Description: This sticky creatures crawl along walls. They're like living, antigravity tumbleweeds! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 121: Tileoid B �������������� Rarity: * Description: This sticky beast clings to any surface. Caution: it is not blue cotton candy. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 122: Tileoid R �������������� Rarity: * Description: This gluey, gloppy animal will stick to any surface. Gluey and gloppy...not the best traits. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 123: Tileoid Y �������������� Rarity: * Description: This tenaciously sticky beast slides along walls and ceilings. And it even doubles as an industrial adhesive! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 124: Dark Tileoid ����������������� Rarity: * Description: This Dark Tileoid scuttles around a certain secret pit. Yikes... this shadowy one is really tough! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 125: Meowbomb ������������� Rarity: * Description: These feline robo-bombs get shot out of SurpriseMeows. Strangely, they don't mind getting blown to meowbits. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 126: PatrolMeow ��������������� Rarity: * Description: This patrol puss is the hall monitor of Fort Francis. Ever vigilant...and flea resistant! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 127: AirMeow ������������ Rarity: * Description: This AirMeow guards the skies over Fort Francis. It runs on a volatile mixture of catnip and cooking oil. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 128: SurpriseMeow ����������������� Rarity: * Description: It's the latest in feline firepower: a kitty cannon. Check out the visors they're sporting. Classy! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 129: BigMeow ������������ Rarity: ** Description: These robotic cat servants are loyal to their master. They're not designed for battle. But they aren't going to complain about it! Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 130: Meowmaid ������������� Rarity: * Description: No chore is a bore to this robotic housecleaner! She loves her master with endless devotion. ...Because he programmed her that way. Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 131: SecuriMeow ��������������� Rarity: ** Description: No chore is a bore to this robotic housecleaner! This Meowmaid model can make advanced decisions. Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 132: Jellien ������������ Rarity: * Description: Jelliens drift around the lonely ocean of space. Maybe they've discovered the best way to get around? Intergalactic jiggling: the newest form of space travel. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 133: Foton ���������� Rarity: * Description: Fotons fire super-fast, superheated particles. Of course, they're big crowd-pleasers at parties. Where to find: In the first area of Chapter 4-1, after getting Squirps, once you get to an asteroid field, find the large asteroid and flip to 3-D to find this card behind it. ---------------------- 134: Warpid ����������� Rarity: * Description: This space case warps around here and there. It won't bother you. Just let it do its thing. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 135: Eeligon ������������ Rarity: * Description: Eeligons slither through the murky bits of the cosmos. Hit them and they'll shrink faster than their egos. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 136: Hooligon ������������� Rarity: * Description: Hooligons live to wreak havoc in the depths of space. They blend into their habitat, waiting to attack. Where to find: With Treasure Map 26. In Blappy's place on Planet Blobule in Chapter 4-2, use Fleep on the shelf next to Blappy. ---------------------- 137: Dark Eeligon ����������������� Rarity: * Description: This Dark Eeligon flies around a certain secret pit. So...this one's dark, but it's pretty much the same. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 138: Longator ������������� Rarity: * Description: Longators get in your face. They have no respect for your personal-space bubble. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 139: Longadile �������������� Rarity: * Description: Super-elastic Longadiles stretch out to slap you. It'd chap its hands on your face...if it had hands. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 140: Dark Longator ������������������ Rarity: * Description: This Dark Longator nests in a certain secret pit. It's just... weird. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 141: Barribad ������������� Rarity: * Description: A round enemy that wraps itself in a force field. Round face, square shield... Triangle brain? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 142: Sobarribad ��������������� Rarity: * Description: A round enemy that wraps itself in a force field. Flip through dimensions to shred it like paper! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 143: Dark Barribad ������������������ Rarity: * Description: This Dark Barribad roams around a certain secret pit. It looks eerily similar to a flying bowling ball... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 144: Pigarithm �������������� Rarity: * Description: Stomp the piggy bank to get the golden goodness inside! Each time you stomp, the pig will get a little smaller. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 145: Hogarithm �������������� Rarity: * Description: Hop on this hog and ride it all the way to the bank! Soooooooie! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 146: Dark Pigarithm ������������������� Rarity: * Description: This Dark Pigarithm wallows in a certain secret pit. It may look weird, but it drops coins! Cha-ching! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 147: Choppa ����������� Rarity: * Description: Check out this aerial alien's sweet midair tricks. It can appear and disappear in a flash. Not even fair. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 148: Copta ���������� Rarity: * Description: This aerial alien has even sweeter midair maneuvers. You'll get dizzy just watching this thing. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 149: Dark Choppa ���������������� Rarity: * Description: This Dark Choppa dwells in a certain secret pit. It's all shadowy now, but still very, very nervous... Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 150: Muth ��������� Rarity: ** Description: Fear the wooly foot of the mighty Muth! It'll trample you just for looking at it wrong. Where to find: With Treasure Map 30. At the very start of Chapter 5-1, use Fleep on the left rock spire. ---------------------- 151: Mega Muth �������������� Rarity: * Description: This hairy Muth is even grumpier than its herd mates. Probably not the best choice for a petting zoo. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 152: Dark Muth �������������� Rarity: * Description: Dark Muths stomp around a certain secret pit. Even in the dark, they still go with the herd. Fascinating. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 153: Floro Sapien ����������������� Rarity: * Description: Floro Sapiens serve their floral lord, King Croacus. Watch your head, because they'll throw theirs at you! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 154: Floro Cragnien ������������������� Rarity: ** Description: This poor Cragnon has been zombified by King Croacus. Don't beat on it, or you'll lose some serious points. Where to find: In the Processing Center of Chapter 5-4, in the room with tons of Floro Cragniens, jump across the blocks to the left to find this in a chest. ---------------------- 155: Ninjoe ����������� Rarity: * Description: Only the wind whispers the name of Ninjoe. Give him enough money, and he'll be your ninja minion. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 156: Ninjohn ������������ Rarity: * Description: Ninjohn is an assassin from King Sammer's kingdom. He really knows how to hurl a mean throwing star. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 157: Ninjerry ������������� Rarity: * Description: Never mess with Ninjerry. He is a true ninja master! Of course, shape-shifting like that isn't exactly fair. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 158: Dark Ninjoe ���������������� Rarity: * Description: This Dark Ninjoe creeps around a certain secret pit. They move at the speed of DEADLY. Roundhouse kick! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 159: Underhand �������������� Rarity: ** Description: This white-gloved weirdo will reach out and grab you. You can't beat it, and it's creepy, so just steer clear. Just be glad it isn't inspecting your room. Where to find: With Treasure Map 39. Use Fleep on the right side of the River Twygs in Chapter 7-1. ---------------------- 160: Skellobit �������������� Rarity: * Description: Skellobits roam the dark pits of The Underwhere. Their spears make them pretty much unstompable. Where to find: Enter Sector 5 from Sector 4 in Chapter 7-4, and drop down the pit to the left to find a hidden pipe. Head down it. Climb with Luigi to find two chests. This card is inside the left chest. ---------------------- 161: Spiky Skellobit �������������������� Rarity: * Description: This fiend infests the dank depths of The Underwhere. Smack it from the side, because you can't stomp it! Where to find: After crossing the rainbow bridge and entering the door in Chapter 7-4, flip when you reach the stairs and go down the left side to find a chest with this card inside. ---------------------- 162: Dark Skellobit ������������������� Rarity: * Description: Dark Skellobits dwell in a certain secret pit. ...And that's about it. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 163: Dark Spiky Skellobit ������������������������� Rarity: * Description: Dark Spiky Skellobits dwell in a certain secret pit. It's got spikes... Other than that, not much else going on. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 164: Skellobomber ����������������� Rarity: * Description: This airborne ghoul rules the foul skies of The Underwhere. It'll mostly try to impale you with Skellobits. It's also throw its own head at you. That's hard core. Where to find: Enter Sector 5 from Sector 4 in Chapter 7-4, and drop down the pit to the left to find a hidden pipe. Head down it. Climb with Luigi to find two chests. This card is inside the right chest. ---------------------- 165: Skellobait ��������������� Rarity: * Description: Skellobombers use these guys as ammo. Their icy breath can cause freezebite. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 166: Spiky Skellobait ��������������������� Rarity: * Description: It's a Spiky Skellobait. Like a Skellobait, but spikier. You can't stomp it or throw it, so don't try. Just use a Skellobomber's head, why don't you? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 167: Red Magiblot ����������������� Rarity: * Description: This spellslinging stain can warp anywhere it wants. It's red, but what is it so embarrassed about? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 168: Blue Magiblot ������������������ Rarity: * Description: This spellslinging stain curses like a...Magiblot. It's blue. Maybe it's not easy being a Magiblot. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 169: Yellow Magiblot �������������������� Rarity: * Description: This spellslinging stain is the enemy of fun. It's yellow. But it doesn't seem to be afraid of you! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 170: Dark Magiblot ������������������ Rarity: * Description: This Dark Magiblot dwells in a certain secret pit. Wandering in the dark has made it extra crabby. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 171: Megabite ������������� Rarity: ** Description: This disembodied head really knows how to ruin a picnic. Lay low until it finds someone else to terrorize. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 172: Gigabite ������������� Rarity: ** Description: The best policy: keep away from angry, floating heads. This thing will not leave you alone. Be warned! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 173: Dark Megabite ������������������ Rarity: ** Description: The Dark Megabite dwells in a certain secret pit. This thing just wants to end you. That's all. Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 174: Dark Mario ��������������� Rarity: *** Description: It's Mario's dark-power doppelganger! One of the last foes in the Flopside Pit of 100 Trials. Where to find: One-hundredth (100th) floor of Flopside's Pit of 100 Trials, after beating it twice. ---------------------- 175: Dark Luigi ��������������� Rarity: *** Description: It's a dark duplicate of Luigi! One of the last foes in the Flopside Pit of 100 Trials. Where to find: One-hundredth (100th) floor of Flopside's Pit of 100 Trials, after beating it twice. ---------------------- 176: Dark Peach ��������������� Rarity: *** Description: It's a dark duplicate of Peach! One of the last foes in the Flopside Pit of 100 Trials. Where to find: One-hundredth (100th) floor of Flopside's Pit of 100 Trials, after beating it twice. ---------------------- 177: Dark Bowser ���������������� Rarity: *** Description: It's a dark duplicate of Bowser! One of the last foes in the Flopside Pit of 100 Trials. Where to find: One-hundredth (100th) floor of Flopside's Pit of 100 Trials, after beating it twice. ---------------------- 178: Zombie Shroom ������������������ Rarity: ** Description: It's a Zombie Shroom. They pop out of ? Blocks. It may look like a snack, but it'll snack on you! Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 179: Ghoul Shroom ����������������� Rarity: ** Description: Ghoul Shrooms sometimes pop out of ? Blocks. What went wrong in that Shroom's life? Where to find: Buy it at the Flipside/Flopside Card Shop, or use a Catch Card on one. ---------------------- 180: Fracktail �������������� Rarity: ** Description: Fracktail valiantly guarded the Pure Heart in Yold Ruins. That is, until Dimentio fried his processor. Where to find: With Treasure Map 10. From the beginning area, enter the door by the red palm tree, head right all the way then enter the next door, enter the next door, then hop across the platforms to the left and enter the door. Here, use Fleep above the statue. ---------------------- 181: Wracktail �������������� Rarity: ** Description: The baddest baddie in the Flipside Pit of 100 Trials. He may fight like Fracktail, but he's 100 times stronger. Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 182: Frackle ������������ Rarity: * Description: This bot defends Fracktail from foreign invaders. In off-hours, it relaxes on Fracktail's back... Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 183: Wrackle ������������ Rarity: ** Description: This bot defends Wracktail from foreign invaders. It was made so long ago, so its warranty has expired. Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 184: Big Blooper ���������������� Rarity: ** Description: It's a giant, ten-tentacled squid! That's right...ten. How'd it get so big? Must be something in the water. Where to find: With Treasure Map 20. Head to the very right in the beginning area of Chapter 3-2, flip and enter the pipe. In the second area, go right until you pass a whirlpool, and use Fleep below the wavy seaweed. ---------------------- 185: Francis ������������ Rarity: ** Description: Francis totally nerds out for rare collectibles. He takes geek chic to a totally new level. Where to find: With Treasure Map 24. In the long hall where the two doors used to hang about on a thread, take the left door, through the next room by flipping, across the AirMeow-filled bridge, and through the SecuriMeow-secured door. In this room filled with books, DVD collections, and various Paper Mario memorabilia, use Fleep on the shelf of books below the shelf with a model of a Fire Flower, Yoshi, and Hemmingway. There's also a Bub-ulb there! ---------------------- 186: King Croacus ����������������� Rarity: ** Description: King Croacus cares about making the world beautiful. Too bad drinking polluted water has made him insane. Where to find: With Treasure Map 37. In the bright hall of pictures in Chapter 5-4, use Fleep on the black statue of a cat by the blue picture. ---------------------- 187: Bonechill �������������� Rarity: ** Description: Tremble before the frosty lord of The Underwhere! Bonechill's minty-fresh breath will freeze you solid! Where to find: With Treasure Map 45. In Chapter 7-4, go to Sector 4. Cross the rainbow bridge and enter the door. From the top of the large white staircase here, use Fleep just above the seventh stair. ---------------------- 188: Count Bleck ���������������� Rarity: *** Description: This top-hatted villian is bent on ending the world! Fun fact: he was once known as Count Blumiere. Where to find: With Treasure Map 48. Go to the very end of Chapter 8-4 where the star block is. (Yes, that means navigating that maze...just bear with it.) Fleep around to the right of the top of the door to find it. Really, the X in the map itself is the only clue. ---------------------- 189: Nastasia ������������� Rarity: *** Description: Nastasia is Count Bleck's executive assistant. She's in charge of scheduling, organizing, and brain control. Word is, she's got a secret crush on her boss. Where to find: With Treasure Map 46. In Chapter 8-1, keep going until you get to a room with two Mr. I's and a Red I. Use Luigi's Super Jump to get up to the high platform and enter the door. Head left and use Fleep on the fire from the torch. ---------------------- 190: O'Chunks ������������� Rarity: ** Description: It's O'Chunks, the count's hulking, wide-eyed henchman! Word is, the count saved his life. Now he owes him big. Where to find: With Treasure Map 05. Use Fleep on the patch of grass in front of Flopside 3F's black tower. ---------------------- 191: Mimi ��������� Rarity: ** Description: It's Mimi, the adorable, yet slightly unstable shape-shifter! Word is, she has a crush on Count Bleck. Where to find: With Treasure Map 15. You know the place to exchange Rubees in Chapter 2-3? In that room, use Fleep on Mimi's picture that's above the door. ---------------------- 192: Mr. L ���������� Rarity: ** Description: So...who's this mysterious Mr. L character? Is this what the Prognosticus foretold? Where to find: With Treasure Map 27. In Chapter 4-3, in the big room filled with vortexes, go to the top-right corner and enter the blue vortex. In this room is a shop. Use Fleep on the trash cans outside the shop. ---------------------- 193: Brobot ����������� Rarity: ** Description: This is Mr. L's hovering, head-shaped robot. He must have tricked it out with all kinds of weapons. I guess that means Mr. L is a pretty awesome inventor, huh? Where to find: With Treasure Map 28. In Chapter 4-4, continue on until you reach a room where you walk on walls. Use Peach to hover over the two gaps while going up, and enter the star door. (Not the one in one of the gaps.) You will see a small room filled with Tileoids. Use Fleep on the ceiling block near the entrance door. ---------------------- 194: Brobot L-type ������������������ Rarity: ** Description: This is a souped-up version of Mr. L's robot. It looks like he went all out with the customizations. Too bad they don't help much! Where to find: With Treasure Map 08. In Chapter 1-2, Yold Town, enter Green's house and use Fleep on the picture above his bed. ---------------------- 195: Dimentio ������������� Rarity: ** Description: Dimentio is Count Bleck's dimension-bending mercenary. The question is, do psycho jesters get good benefits? Where to find: With Treasure Map 22. At the very top of Dotwood Tree, before the digitally animated sign, Fleep the lone brown block platform. ---------------------- 196: Super Dimentio ������������������� Rarity: *** Description: This monstrous clown was created by Dimentio. He used Luigi and the Chaos Heart to create it. In the end, it was no match for the power of love. Where to find: With Treasure Map 47. In Chapter 8-3, continue on (ignoring the path through the stairs if you flip) until you reach the second mirror room. Right where you enter are five mirrors before a small gap comes in. Use Fleep on the middle mirror. ---------------------- 197: Merlon ����������� Rarity: ** Description: This wizened old sage is a descendant of the Ancients. He helps Mario to decode the Light Prognosticus. Where to find: In Flipside 2F, flip to 3D near Merlon's house, and head through the locked gate once you get the Old Key. (Finish Chapter 1 first.) Head to the outskirts through the path you see, and enter the pipe to the right. Continue and fall down the first pit you see. ---------------------- 198: Nolrem ����������� Rarity: ** Description: This is Merlon's dimensional counterpart in Flopside. He is also a descendant of the Ancients. Where to find: Flip and enter through the gate in front of Nolrem's place in Flopside 2F, then head right to find a pipe. Use Tippi to reveal the platform beneath the pipe if you haven't already, and enter the pipe. Walk left, stand next to the reddish block, and use Piccolo to reveal this card. ---------------------- 199: Merluvlee �������������� Rarity: ** Description: This fortune-teller with a wild laugh lives in Flipside. She uses the stars to read your future. Sorta. Where to find: In Flipside 2F, flip to 3D near Merlon's house, and head through the locked gate once you get the Old Key. (Finish Chapter 1 first.) Head to the outskirts through the path you see, and enter the pipe to the right. Continue and fall down the first pit you see. ---------------------- 200: Merlee ����������� Rarity: ** Description: This charmer uses the sun to work her magic. She is a descendant of the Tribe of Ancients. Where to find: In Flipside 2F, flip in front of Merlon's, go through the gate, enter the pipe obstructed by breakable blocks, and head right to find a reddish block. Use Piccolo while standing next to it to reveal this card. ---------------------- 201: Bestovius �������������� Rarity: ** Description: Bestovius taught Mario how to flip between dimensions. He talks about his beard and floats all the time. Other than that, he's perfectly normal. Where to find: With Treasure Map 06. Head to the very right of the beginning area of Chapter 1-1, and use Fleep on the window of Bestovius's house. ---------------------- 202: Watchitt ������������� Rarity: ** Description: Old Man Watchitt is the crotchety mayor of Yold Town. His job is to keep people from going to the ruins. You know, lawsuits and all that. WATCH IT!!! Where to find: In Chapter 2-1, in the area after the Mega Star area, enter the pipe after the long pool of water, hit the invisible switch block, go down, bomb the crack by the giant treasure chest with Boomer. (If you haven't gotten Boomer yet, there will be a Growmeba instead. Kill it to make the giant chest appear to get Boomer.) ---------------------- 203: Merlumina �������������� Rarity: ** Description: She made a Pure Heart to stop the end of all worlds. She is an ancestor of Merlon and Bestovius. Where to find: With Treasure Map 11. In Chapter 1-4, go to the shrine after the ruins area. After passing the second pillar, use Fleep on the circle-ish drawing on the wall. ---------------------- 204: The InterNed ����������������� Rarity: ** Description: The InterNed knows all......and also moonlights as a game-show host. Where to find: By the bar in Flipside B1, flip to 3D and you'll find it in a chest inside an alcove. ---------------------- 205: The InterChet ������������������ Rarity: ** Description: This owner of the arcade is a video-game savant. The arcade doesn't earn a lot of money... He invented the InterNed. Where to find: In the room of Flipside Outskirts with the third Heart Pillar, flip and find a small opening. Go through it, then head through the passage to see a chest containing this card. ---------------------- 206: Welderberg ��������������� Rarity: ** Description: This guy will dig a pipe tunnel wherever you want to go. He's a real go-getter, but sometimes he goes overboard. Where to find: With Treasure Map 02. Use Fleep on the blue painted window inside the church of Flipside 1F. ---------------------- 207: Red & Green ���������������� Rarity: ** Description: These brothers guard the bridges in Yold Town. Brothers will be brothers, even in strange dimensions. Where to find: In Green's house in Yold Town, Chapter 1-2. Before talking to him to lower the bridge, flip to 3-D to find it. ---------------------- 208: Gnip ��������� Rarity: * Description: This faithful guard pup spits out trespassers. Being spit out is better than the alternative... Where to find: With Treasure Map 14. Go to the room where Mimikins is/was, get on the stairs, and use Fleep on the white painting that seems to depict a sea- horse? ---------------------- 209: Gnaw ��������� Rarity: ** Description: This mean mutt snacks on trespassers and spits 'em out. Nobody fights for scraps with this big dog. Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 210: Squirps ������������ Rarity: ** Description: This funky space kid drops some crazy outer-space lingo. His full name is Squirp Korogaline Squirpina! Where to find: With Treasure Map 25. At the very beginning of Chapter 4-2 is an outhouse. Use Fleep on the door of the outhouse. ---------------------- 211: Flint Cragley ������������������ Rarity: ** Description: It's the star of "Flint Cragley, Cragtrotter"! His show is a smash hit on crag-vision. Where to find: With Treasure Map 31. At the very end of Chapter 5-1, use Fleep on the chalk drawing on the rock in the background. ---------------------- 212: Hornfels & Monzo ��������������������� Rarity: ** Description: These two Cragnons are Flint Cragley's assistants. Sadly, he doesn't treat them with proper crag. Where to find: With Treasure Map 35. In Chapter 5-3, go right from the start, go down the right pipe at the end, and keep going right in this long room. At the end is a wooden door. Enter it, ride the long cart ride, then use Fleep on the top of the track end. ---------------------- 213: King Sammer ���������������� Rarity: ** Description: This overexcitable king hosts the Duel of 100! Martial-arts tournaments tickle his fancy. Where to find: With Treasure Map 04. Use Fleep on the blue target above the door inside the arcade. ---------------------- 214: Sammer Guy ��������������� Rarity: ** Description: This is one of King Sammer's legendary 100 Sammer Guys. They're pretty sensitive about their honor. Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 215: Small Sammer Guy ��������������������� Rarity: * Description: This diminutive Sammer Guy fights in the Duel of 100. He's small, wily, and not above smacking your shins! Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 216: Big Sammer Guy ������������������� Rarity: * Description: This Big Sammer Guy fights in the Duel of 100. Too bad there aren't weight divisions in the Duel of 100... Where to find: Buy it at the Flipside/Flopside Card Shop. ---------------------- 217: Luvbi ���������� Rarity: ** Description: This spunky Nimbi was raised by Grambi and Jaydes. She is actually a Pure Heart who saved the world. Where to find: With Treasure Map 44. In Chapter 7-4, go to Sector 8. Use Fleep just above the second arch platform you come to. ---------------------- 218: Jaydes ����������� Rarity: ** Description: This dark queen rules over The Underwhere. Her magic controls life... And game overs. Where to find: With Treasure Map 38. At the beginning of Chapter 7-1 is a fountain. Use Fleep at the top of the water source in the fountain. ---------------------- 219: Grambi ����������� Rarity: ** Description: This elder Nimbi rules The Overthere. He deeply cares for Luvbi and misses her greatly... Where to find: With Treasure Map 43. In Chapter 7-4, go to Sector 5. Use the lift to go right, and in the building containing two star doors (one in the background), use Fleep near the top of the last pillar. ---------------------- 220: Whacka ����������� Rarity: *** Description: This odd guy sprouts pastries when whacked on the head. Sadly, his kind is on the verge of extinction. Please headwhack in moderation. Where to find: Get 300 shop points. ---------------------- 221: Mario ���������� Rarity: *** Description: Our hero is so busy he barely has time to wax his 'stache! He's always leaping between worlds to save the day. (Allows double Attack power and infinite 3D!) Where to find: One-hundredth (100th) floor of Flopside's Pit of 100 Trials, after beating it twice. ---------------------- 222: Luigi ���������� Rarity: *** Description: The mean green bro is here again to back up his brother. He's got a vertical jump like you wouldn't believe. (Allows double the Attack power!) Where to find: One-hundredth (100th) floor of Flopside's Pit of 100 Trials, after beating it twice. ---------------------- 223: Peach (1) �������������� Rarity: *** Description: Peach has this funny habit of getting kidnapped... But that parasol of hers is stylish and functional! (Allows double the Attack power!) Where to find: One-hundredth (100th) floor of Flopside's Pit of 100 Trials, after beating it twice. ---------------------- 224: Peach (2) �������������� Rarity: ** Description: Peach is looking fabulous in her white wedding gown! It was conjured with magic, but who designed it? Where to find: In Chapter 3-3, somewhere inside the Dotwood Tree, after you bomb the switch twice to continue up, float right with Peach to find a yellow pipe. Inside the pipe are two Chomps. Defeat them to earn this. ---------------------- 225: Peach (3) �������������� Rarity: ** Description: Peach is sporting a fresh and breezy new hairstyle! It's perfect for the princess with an active lifestyle! Where to find: In Chapter 7-1, in the second room, go to the second floor with Luigi, and enter one of the pipes there to get to the background. Move left, go down the next pipe to appear at another section of the background, move right, then head down the next pipe to appear in an enclosed area. Defeat the Gigabite to reveal this card. ---------------------- 226: Bowser (1) ��������������� Rarity: *** Description: Mario's mean-spirited rival needs no introduction. He's not too happy about having to help out Mario. (Allows double the Attack power!) Where to find: One-hundredth (100th) floor of Flopside's Pit of 100 Trials, after beating it twice. ---------------------- 227: Bowser (2) ��������������� Rarity: ** Description: There's Bowser looking dapper in a white tux! Pity the minion that had to wax his shell... Where to find: In Chapter 5-1, in the second area, go right to see a place filled with enemies. Enter the far right pipe, kill the Shlorps with Boomer, and you'll get this card. ---------------------- 228: Tippi ���������� Rarity: *** Description: It's Tippi, your friendly...friend. And guide. Her name was Timpani before Merlon turned her into a Pixl. Where to find: Tenth (10th) room of Flipside's Pit of 100 Trials. ---------------------- 229: Thoreau ������������ Rarity: *** Description: This handy Pixl can pick things up and hurl them. He's very... handy. Where to find: Twentieth (20th) room of Flipside's Pit of 100 Trials. ---------------------- 230: Boomer ����������� Rarity: *** Description: This Pixl has an appetite for demolition. "You build it, I blast it." That's his motto. Where to find: Thirtieth (30th) room of Flipside's Pit of 100 Trials. ---------------------- 231: Slim ��������� Rarity: *** Description: This sidestepping Pixl can turn you sideways in a snap. Slim likes close calls and hair-raising experiences. Where to find: Fourtieth (40th) room of Flipside's Pit of 100 Trials. ---------------------- 232: Thudley ������������ Rarity: *** Description: This former wrestling-star Pixl can pound the ground. A hip replacement kept him out of high-end competition. Where to find: Fiftieth (50th) room of Flipside's Pit of 100 Trials. ---------------------- 233: Carrie ����������� Rarity: *** Description: This platform Pixl will go where no other Pixl can. But she will only help heroes that are on her wavelength. Where to find: Sixtieth (60th) room of Flipside's Pit of 100 Trials. ---------------------- 234: Fleep ���������� Rarity: *** Description: This flippy Pixl is really good at finding hidden goodies. Without you, he never would have left that outhouse... Where to find: Seventieth (70th) room of Flipside's Pit of 100 Trials. ---------------------- 235: Cudge ���������� Rarity: *** Description: This hard-hitting Pixl can shatter yellow blocks. But he's a real people Pixl. Where to find: Eightieth (80th) room of Flipside's Pit of 100 Trials. ---------------------- 236: Dottie ����������� Rarity: *** Description: This puny Pixl can micro-size you. Sometimes, less is more! More or less... Where to find: Ninetieth (90th) room of Flipside's Pit of 100 Trials. ---------------------- 237: Barry ���������� Rarity: *** Description: This impenetrable Pixl repels enemy attacks. He waited in a bush for a hero to arrive. Where to find: Head to Flopside B2 via the Outskirts. (Head all the way right in B1 Outskirts, go down the pipe, go left, go down the next pipe.) In this area, fall down either of the three pits to find a secret area. Get to the bottom and open the chest for this card. ---------------------- 238: Dashell ������������ Rarity: *** Description: This former track star brings some Pixl pep to your party. You could say he has wheels, but...he doesn't. Where to find: Tenth (10th) room of Flopside's Pit of 100 Trials. ---------------------- 239: Piccolo ������������ Rarity: *** Description: This pitch-perfect Pixl plays the most melodious tunes. She lived in Flopside before joining your ragtag group. Where to find: In Flopside B1 Outskirts, where you find the seventh Heart Pillar to open up Chapter 7, get on top of the wall seperating the Heart Pillar from the rest of the room, and flip. Follow the wall right while flipped to find that the window can be passed through. Drop into the room behind the Heart Pillar and open the chest for this card. ---------------------- 240: Tiptron ������������ Rarity: ** Description: Francis made this 1:1-scale robotic replica of Tippi. It's the ultimate rare collectible. Plus, it features realistic Tippi action! Where to find: With Treasure Map 23. At Chapter 3-4, in the long hall where the two doors used to hang about on a thread, take the middle door, pass the pit of spikes with Carrie, and go up the elevator. In this decked-out room, look up at the platform where the chest with the key was. See all the video game systems there? Use Fleep just below the Virtual Boy up there. ---------------------- 241: Goombario �������������� Rarity: *** Description: Mario and Goombario go way back to Paper Mario. Enemies suffer when he uses his head. Where to find: Twentieth (20th) room of Flopside's Pit of 100 Trials. ---------------------- 242: Kooper ����������� Rarity: *** Description: This is Mario's good buddy Kooper from Paper Mario. His Power Shell move was, and is, a thing of beauty. Where to find: Thirtieth (30th) room of Flopside's Pit of 100 Trials. ---------------------- 243: Bombette ������������� Rarity: *** Description: Bombette was Paper Mario's bombastic starlet. Who knew a pink Bob- omb could pack such a punch? Where to find: Fourtieth (40th) room of Flopside's Pit of 100 Trials. ---------------------- 244: Parakarry �������������� Rarity: *** Description: Parakarry earned his fame from the original Paper Mario. He's the most fearsome mail carrier of them all! Where to find: Fiftieth (50th) room of Flopside's Pit of 100 Trials. ---------------------- 245: Bow �������� Rarity: *** Description: This is Mario's good buddy Bow from Paper Mario. The mistress of Boo Mansion slapped foes with panache! Where to find: Sixtieth (60th) room of Flopside's Pit of 100 Trials. ---------------------- 246: Watt ��������� Rarity: *** Description: This is Mario's good buddy Watt from Paper Mario. This guy was pretty bright for his age! Where to find: Seventieth (70th) room of Flopside's Pit of 100 Trials. ---------------------- 247: Sushie ����������� Rarity: *** Description: It's Sushie, the unfortunately named star of Paper Mario. Being fishy doesn't always have to be a bad thing. Where to find: Eightieth (80th) room of Flopside's Pit of 100 Trials. ---------------------- 248: Lakilester ��������������� Rarity: *** Description: This is Mario's good buddy Lakilester from Paper Mario. He played it cool in shades as he flew you over lava. Where to find: Ninetieth (90th) room of Flopside's Pit of 100 Trials. ---------------------- 249: Goombella �������������� Rarity: *** Description: It's Goombella from the last Paper Mario adventure. This extra- spunky university student knew it all. Where to find: Clear the Duel of 100 hosted in Chapter 6 after beating the game. ---------------------- 250: Koops ���������� Rarity: *** Description: It's Koops from the last Paper Mario adventure. Kicking some shell never felt so good. Where to find: Clear the Duel of 100 hosted in Chapter 6 after beating the game. ---------------------- 251: Madame Flurrie ������������������� Rarity: *** Description: It's Madame Flurrie from the last Paper Mario adventure. The most Rubenesque Mario companion ever? Where to find: Clear the Duel of 100 hosted in Chapter 6 after beating the game. ---------------------- 252: Yoshi ���������� Rarity: *** Description: It's Yoshi from the last Paper Mario adventure. This scrappy Yoshi was the only way to travel! Where to find: Clear the Duel of 100 hosted in Chapter 6 after beating the game. ---------------------- 253: Vivian ����������� Rarity: *** Description: It's vivian from the last Paper Mario adventure. She was a great friend once she split from her sisters. Where to find: Clear the Duel of 100 hosted in Chapter 6 after beating the game. ---------------------- 254: Admiral Bobbery �������������������� Rarity: *** Description: It's Admiral Bobbery from the last Paper Mario adventure. This salty dog knew how to blast his enemies broadside! Where to find: Clear the Duel of 100 hosted in Chapter 6 after beating the game. ---------------------- 255: Ms. Mowz ������������� Rarity: *** Description: It's Ms. Mowz from the last Paper Mario adventure. This thief had a nose for rare badges. Great smoocher! Where to find: Clear the Duel of 100 hosted in Chapter 6 after beating the game. ---------------------- 256: Toad ��������� Rarity: ** Description: This loyal subject comes from a very distant dimension. Many people in that world have strange head spots. Where to find: Buy it at the Flipside/Flopside Card Shop. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section XI | Recipe List | --------------------- This section will contain a list of the recipes in the game, and will be shown in the order the game lists them in, from left to right. There are two kinds of recipes in the game. The first type is recipes created with one ingredient, (item, in other words) and the second type is recipes created with two ingredients. The first type is created by Saffron in Flipside 1F, and the second type is created by Dyllis in Flopside 1F. Here, I'll also show what items enemies drop, and what items the Itty Bits Shops hold, since enemy items and Itty Bits items help with recipes. ____________ Recipes \________________________________ ---------------------- Sweet Cookie Snack ������������������ Created with: Cake Mix Description: Sweet cookies that restore 10 HP and cure poison. ---------------------- Honey Shroom ������������ Created with: Shroom Shake + Honey Jar Description: A sweet shroom dessert. Fills 10 HP and cures poison. ---------------------- Honey Super ����������� Created with: Super Shroom Shake + Honey Jar Description: A fancy shroom dessert. Fills 20 HP and cures poison. ---------------------- Fruity Shroom ������������� Created with: Peachy Peach + Shroom Shake Description: A fruity, shroomy dessert. Fills 15 HP and cures poison. ---------------------- Shroom Broth ������������ Created with: Shroom Shake + Smelly Herb Description: A tea-infused shroom. Fills 15 HP and cures poison. ---------------------- Honey Candy ����������� Created with: Honey Jar Description: Candy that's the bee's knees! Fills 12 HP and cures poison. ---------------------- Electro Pop ����������� Created with: Thunder Rage Description: Shocking candy that will zap any foe that touches you. ---------------------- Awesome Snack ������������� Created with: Cake Mix + Fresh Veggie Description: Flopside's favorite snack! Fills 5 HP and cures poison. ---------------------- Koopa Dumpling �������������� Created with: Cake Mix + Turtley Leaf Description: A turtle-shaped dumpling. Cuts damage taken by half. ---------------------- Town Special ������������ Created with: Primordial Fruit Description: Downtown of Crag's specialty. Fills 5 HP and cures poison. ---------------------- Sap Muffin ���������� Created with: Sap Soup + Cake Mix Description: An odd-tasting muffin. Fills 20 HP and cures poison. ---------------------- Lovely Chocolate ���������������� Created with: Mild Cocoa Bean + Fire Burst Description: The finest chocolate in the universe...made with pure love! Doubles Attack and briefly halves damage taken. Any enemy that touches you will be shocked. ---------------------- Standard Chocolate ������������������ Created with: Mild Cocoa Bean + Poison Shroom Description: Strange-tasting chocolate. It makes you feel sluggish. ---------------------- Sweet Choco-bar ��������������� Created with: Mild Cocoa Bean + Honey Jar Description: Nuts AND nougat! Restores 5 HP and cures poison. A tasty treat for candy fiends of all ages! ---------------------- Shroom Choco-bar ���������������� Created with: Mild Cocoa Bean + Shroom Shake Description: A shroom-flavored bar. Gives 15 HP and cures poison. It entrances fungus gourmets the universe over. ---------------------- Golden Choco-bar ���������������� Created with: Mild Cocoa Bean + Golden Leaf Description: Luxurious chocolate! Restores 25 HP and cures poison. It's the candy bar of the filthy rich and famous! ---------------------- Mushroom Crepe �������������� Created with: Shroom Shake + Cake Mix Description: A shroom-stuffed crepe. Fills 20 HP and cures poison. ---------------------- Shroom Cake ����������� Created with: Super Shroom Shake + Cake Mix Description: A shroomy cake. Restores 30 HP and cures poison. ---------------------- Chocolate Cake �������������� Created with: Mild Cocoa Bean + Cake Mix Description: Decadent cake! Restores 15 HP and cures poison. ---------------------- Mousse ������ Created with: Cake Mix + Big Egg Description: A fluffy confection that fills 15 HP and cures poison. ---------------------- Fruity Cake ����������� Created with: Peachy Peach + Mushroom Crepe Description: A cake fruitsplosion! Restores 15 HP and cures poison. ---------------------- Heartful Cake ������������� Created with: Cake Mix + Lovely Chocolate Description: A sweet cake to DIE for! Gradually fills HP over time. ---------------------- Peach Tart ���������� Created with: Peachy Peach + Cake Mix Description: A peachy pie that restores 15 HP and cures poison. ---------------------- Horsetail Tart �������������� Created with: Horsetail + Cake Mix Description: A simple-yet-popular dessert. Fills 12 HP and cures poison. ---------------------- Gingerbread House ����������������� Created with: Chocolate Cake + Mouse Description: Home sweet home. Restores 30 HP and cures poison. ---------------------- Shroom Pudding �������������� Created with: Big Egg + Shroom Shake Description: Shroomtastic pudding! Heals 25 HP and cures poison. ---------------------- Mango Pudding ������������� Created with: Big Egg + Keel Mango Description: Light and fruity pudding. Fills 20 HP and cures poison. ---------------------- Love Pudding ������������ Created with: Big Egg + Lovely Chocolate Description: A very bittersweet pudding that makes you feel tingly. (Reverses your controls.) ---------------------- Fruity Punch ������������ Created with: Peachy Peach + Keel Mango Description: A very fruity sweet. Restores 15 HP and cures poison. ---------------------- Snow Cone ��������� Created with: Ice Storm Description: A super-freezy snow cone that's too cold to eat! Use it on enemies to freeze them and cause damage. ---------------------- Fruit Parfait ������������� Created with: Peachy Peach + Snow Cone Description: Fruity ice cream that's too cold to even eat! Use it on enemies to freeze them and cause damage. ---------------------- Snow Bunny ���������� Created with: Snow Cone + Turtley Leaf Ice Storm + Turtley Leaf Description: A chilly treat! Freezes enemies for chilly damage. ---------------------- Berry Snow Bunny ���������������� Created with: Snow Bunny + Pink Apple Description: It's Snow Bunny's girlfriend! Freezes foes with frost. ---------------------- Couple's Cake ������������� Created with: Snow Bunny + Berry Snow Bunny Description: A heartwarming dessert that brings back fond memories. (Does nothing of note, other than giving you 5,000 points.) ---------------------- Peach Juice ����������� Created with: Peachy Peach Description: Fresh-squeezed peach juice. Fills 12 HP and cures poison. ---------------------- Mango Juice ����������� Created with: Keel Mango Description: Fresh mango juice! Restores 10 HP and cures poison. ---------------------- Sky Juice ��������� Created with: Blue Apple Description: Tasty sweet-and-sour juice. Heals 15 HP and cures poison. ---------------------- Mixed Shake ����������� Created with: Peach Juice + Mango Juice Description: Juice with chunks of fruit! Fills 20 HP and cures poison. ---------------------- Warm Cocoa ���������� Created with: Mild Cocoa Bean Description: Hot cocoa that restores 10 HP and cures poison. ---------------------- Herb Tea �������� Created with: Smelly Herb Description: A relaxing cup of tea. Fills 7 HP and cures poison. ---------------------- Koopa Tea ��������� Created with: Turtley Leaf Description: Koopa...Tea? Briefly reduces damage taken by half. ---------------------- Stamina Juice ������������� Created with: Inky Sauce + Honey Jar Description: This mighty mix restores HP gradually over time. ---------------------- Gradual Syrup ������������� Created with: Long-Last Shake + Peachy Peach Description: Bruise-soothing syrup. Gradually restores HP. ---------------------- Dayzee Syrup ������������ Created with: Dayzee Tear Description: Pure Dayzee syrup! Doubles Attack and gradually fills HP. ---------------------- Sap Syrup ��������� Created with: Sap Soup Description: A strangely named syrup with even stranger effects...Briefly halves damage taken and slowly regenerates HP. ---------------------- Slimy Extract ������������� Created with: Slimy Shroom Description: A mysterious shroom extract that cures curse and poison. ---------------------- Weird Extract ������������� Created with: Peach Juice + Hot Sauce Description: This ethereal essence puts your enemies to sleep. ---------------------- Shroom Delicacy ��������������� Created with: Shroom Shake + Dayzee Tear Description: A shroom with a rare flavor. Fills 10 HP and cures poison. ---------------------- Fried Shroom Plate ������������������ Created with: Shroom Shake Description: A basic shroom dish. Restores 15 HP and cures poison. ---------------------- Roast Shroom Dish ����������������� Created with: Super Shroom Shake Description: A lavish shroom dish. Fills 30 HP and cures poison. ---------------------- Shroom Steak ������������ Created with: Ultra Shroom Shake Description: The height of shroom cuisine. Fills 70 HP and cures poison. ---------------------- Volcano Shroom �������������� Created with: Hot Sauce + Shroom Shake Description: Hotter than magma! Doubles Attack for a short time. ---------------------- Fried Egg ��������� Created with: Big Egg Description: Sunny-side up! Restores 15 HP and cures poison. ---------------------- Omelette Plate �������������� Created with: Big Egg + Horsetail Description: Breakfast...for dinner! Fills 20 HP and cures poison. ---------------------- Hamburger ��������� Created with: Power Steak Description: Good ol' hamburger steak. Fills 20 HP and cures poison. ---------------------- Fruity Hamburger ���������������� Created with: Power Steak + Keel Mango Description: Hamburger stuffed with...fruit? Fills 25 HP and cures poison. ---------------------- Gorgeous Steak �������������� Created with: Power Steak + Hamburger Description: One gorgeous cut of meat! Heals 25 HP and cures poison. ---------------------- Hot Dog ������� Created with: Power Steak + Fresh Veggie Description: A meat treat. Fills 20 HP and cures poison. ---------------------- Spit Roast ���������� Created with: Bone-In Cut Description: Mmm... Rotating meat! Doubles Attack for a short time. ---------------------- Healthy Salad ������������� Created with: Fresh Veggie Description: Good! And good for you! Fills 15 HP and cures poison. ---------------------- Veggie Set ���������� Created with: Healthy Salad + Big Egg Description: The ladies love this salad! Fills 20 HP and cures poison. ---------------------- Spaghetti Plate ��������������� Created with: Fresh Pasta Bunch Description: Yummy pasta that restores 15 HP and cures poison. ---------------------- Meat Pasta Dish ��������������� Created with: Fresh Pasta Bunch + Power Steak Description: Spaghetti with meat sauce. Fills 18 HP and cures poison. ---------------------- Spicy Pasta Dish ���������������� Created with: Hot Sauce + Fresh Pasta Bunch Description: Four-alarm fettuccine! Doubles Attack for a short time. ---------------------- Ink Pasta Dish �������������� Created with: Inky Sauce + Fresh Pasta Bunch Description: Dark, exotic pasta that fills 25 HP and cures poison. ---------------------- Koopasta Dish ������������� Created with: Turtley Leaf + Fresh Pasta Bunch Description: Fine pan-Koopa cuisine. Briefly halves damage taken. ---------------------- Choco Pasta Dish ���������������� Created with: Fresh Pasta Bunch + Mild Cocoa Bean Description: This sounds...interesting. Fills 5 HP and cures poison. ---------------------- Love Noodle Dish ���������������� Created with: Lovely Chocolate + Fresh Pasta Bunch Description: A passionate pasta that awakens the romantic in you! Briefly doubles Attack and cuts damage taken by half. Paralyzes any enemy you touch. ---------------------- Roast Horsetail ��������������� Created with: Horsetail Description: One very flavorful dish. Fills 10 HP and cures poison. ---------------------- Roast Whacka Bump ����������������� Created with: Whacka Bump Description: A rare and cruel dish that heals 5 HP and cures poison. ---------------------- Spicy Soup ���������� Created with: Fire Burst Description: Sip with a flameproof spoon! Fills 8 HP and cures poison. ---------------------- Inky Soup ��������� Created with: Inky Sauce Description: This murky mess restores 15 HP and cures poison. ---------------------- Spicy Dinner ������������ Created with: Big Egg + Hot Sauce Description: Tastes good going down, and...temporarily doubles Attack. ---------------------- Golden Meal ����������� Created with: Gold Bar Description: Fourteen carats of delicious! Heals 1 HP and cures poison. ---------------------- Block Meal ���������� Created with: Block Block Description: An eccentric dish said to contain a Block Block. It briefly makes you invincible. ---------------------- Primordial Dinner ����������������� Created with: Primordial Fruit + Shroom Shake Description: And old-school dish that fills 15 HP and cures poison. ---------------------- Miracle Dinner �������������� Created with: Mystery Box (Note, this recipe is just one of many random things you get for cooking a Mystery Box) Description: A dish that does miracles! Fills 1 HP and cures poison. ---------------------- Koopa Pilaf ����������� Created with: Turtley Leaf + Horsetail Description: Zesty Koopa cuisine. Halves damage taken temporarily. ---------------------- Dyliss Breakfast ���������������� Created with: Shroom Shake + Spicy Soup Fried Egg + Spaghetti Plate (thanks for experimenting, Spazzy! =D) Description: Dyllis's signature breakfast. Heals 15 HP and cures poison. ---------------------- Dyllis Lunch ������������ Created with: Fried Shroom Plate + Spaghetti Plate Description: Dyllis's lunch packs a punch! Heals 20 HP and cures poison. ---------------------- Dyllis Dinner ������������� Created with: Fried Shroom Plate + Meat Pasta Dish Description: How Dyllis does dinner. Fills 30 HP and cures poison. ---------------------- Dyllis Special �������������� Created with: Roast Shroom Dish + Fruity Hamburger Description: Dyllis's blue-ribbon winner. Fills 60 HP and cures poison. ---------------------- Dyllis Deluxe ������������� Created with: Shroom Steak + Gorgeous Steak Description: The legendary Dyllis Deluxe. Fills 90 HP and cures poison. ---------------------- Meteor Meal ����������� Created with: Shooting Star Description: Food that's out of this world. Can be used against enemies. ---------------------- Megaton Dinner �������������� Created with: POW Block Description: A surprising meal! Shakes the ground and damages enemies. ---------------------- Luxurious Set ������������� Created with: Dyllis Dinner + Fried Shroom Plate Description: More than you can eat! Heals 30 HP and cures poison. ---------------------- Space Food ���������� Created with: Ice Storm + Shroom Shake Description: Now not just for astronauts! Fills 10 HP and cures poison. But when you eat it in outer space... (Heals 50 HP in outer space!) ---------------------- Emergency Ration ���������������� Created with: Fire Burst + Shroom Shake Description: Chomp in case of emergency. Fills 10 HP and cures poison. (Heals 50 HP in the Flipside/Flopside Pit of 100 Trials!) ---------------------- Egg Bomb �������� Created with: Fire Burst + Big Egg Description: Toss at your enemies to inflict hot, eggy destruction. ---------------------- Dyllis Dynamite ��������������� Created with: Egg Bomb + Dyllis Breakfast Description: This lady's cooking is bombastic! Burns enemies. ---------------------- Odd Dinner ���������� Created with: Poison Shroom + Fried Shroom Plate Description: A dodgy dish that restores 2 HP and cures poison. ---------------------- Heavy Meal ���������� Created with: Honey Jar + Honey Candy Description: A gloopy mess that makes you feel...sluggish. ---------------------- Dangerous Delight ����������������� Created with: Poison Shroom Description: Dinner with a dash of danger! Not for the faint of heart. (Reverses your controls, disallows jumping, disables special attacks, slows you down.) ---------------------- Trial Stew ���������� Created with: Poison Shroom + Couple's Cake Description: The ultimate gastronomical test... The higher your HP, the harder the test. ---------------------- Mistake ������� Created with: Anything not in the recipes Description: Send it back to the kitchen! Fills 1 HP and cures poison. This is what you get for straying from the recipe... ---------------------- Mistake ������� Created with: Sleepy Sheep Description: Send it back to the kitchen! The smell could KO you! ____________ Recipe Items\________________________________ ---------------------- Itty Bits Shops Itty Bits shops specialize in selling ingredients for recipes. There are a few in this game, so I will tell the locations of them, the items each one sells, and the coins needed to buy the items. ------------ Flipside B1 ����������� Cake Mix - 25 Coins Big Egg - 25 Coins Honey Jar - 20 Coins ------------ Flopside B1 ����������� Fresh Pasta Bunch - 30 Coins Power Steak - 35 Coins Smelly Herb - 15 Coins ------------ Chapter 3-3 ����������� Peachy Peach - 25 Coins Fresh Veggie - 20 Coins Horsetail - 18 Coins ------------ Chapter 5-1 ����������� Keel Mango - 20 Coins Mild Cocoa Bean - 20 Coins ------------ Chapter 7-4 ����������� Hot Dog - 120 Coins (!) Hot Sauce - 20 Coins ---------------------- Enemy Items Certain enemies in the game drop items that...only they can carry. They can't be found in stores, in other words. This shows those specific enemies. ------------ Amazy Dayzees ������������� Drops: Golden Leaf ------------ Bloopers �������� Drops: Inky Sauce ------------ Crazee Dayzees �������������� Drops: Dayzee Tear ------------ Cursyas ������� Drops: Poison Shroom ------------ Floro Sapiens ������������� Drops: Sap Soup ------------ Koopas ������ Drops: Turtley Leaf ------------ Muths ����� Drops: Bone-In Cut ------------ Whackas ������� Drops: Whacka Bump *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section XII | Treasure Maps | --------------------- In Flopside B1, there is a person named Flamm who sells maps for you at varying prices. Each of these maps point to a treasure, where you can use Fleep to reveal the treasure. Note that you cannot actually get the treasures unless you have the maps for them, so you have to buy the maps. This section will help you get the treasures, as the maps just show a screenshot of an area that you might not know where it's from. I will also show the treasures you get. How many times have I said treasures in this? >_> ---------------------- Map 1 ����� Cost: 20 Coins Description: The map shows a familiar spot. Location: Flipside 3F. Simply use the elevator to get there, then walk left until the white tower covers almost the entire screen. Use Fleep on the only patch of grass you see between the two lamp posts. Treasure: Gold Bar ---------------------- Map 2 ����� Cost: 60 Coins Description: The map shows colorful objects in a row. Location: Flipside 1F. Get to the other part of 1F using Boomer on a cracked wall on the very right, and act like you are heading to Flopside. Inside the church, use Fleep on the very top of the blue-painted window. Treasure: Welderberg Card ---------------------- Map 3 ����� Cost: 30 Coins Description: The map shows an underground area. Location: Flipside B1. Swim under the moat to where Flimm and an Itty Bits Shop is located, and use Fleep between the first and second windows. Treasure: Ultra Shroom Shake ---------------------- Map 4 ����� Cost: 110 Coins Description: The map shows a door with an unusual design. Location: Flipside B1. Enter the only building here, flip to 3-D, and go to the back room. Enter the yellow pipe, then head left to the door leading to the arcade minigames. Use Fleep on the center of the blue target above the door. Treasure: King Sammer Card ---------------------- Map 5 ����� Cost: 80 Coins Description: The map shows something solid black. Location: Flopside 3F. Just use elevators to get up there. Once up there, head right until the black tower almost completely covers the screen. Use Fleep on the patch of grass close to the right lamp post. Treasure: O'Chunks Card ---------------------- Map 6 ����� Cost: 20 Coins Description: The map shows a house. Location: Chapter 1-1. In the beginning area, just head straight right until you see Bestovius's house. Use Fleep on the window. Treasure: Bestovius Card ---------------------- Map 7 ����� Cost: 50 Coins Description: The map shows a vertically climbing set of hills. Location: Chapter 1-2. In the beginning area, go right until you need to climb up. Use Fleep on the right side of the first ledge. Treasure: Golden Leaf ---------------------- Map 8 ����� Cost: 70 Coins Description: The map shows a room decked out in pretty colors. Location: Chapter 1-2, Yold Town. To the right of Yold Town, enter Green's house. Fleep just above the picture where his bed is. Treasure: Brobot L-type Card ---------------------- Map 9 ����� Cost: 40 Coins Description: The map shows a rock somewhere. Location: Chapter 1-3. In the beginning area, head all the way right and enter the star door. In the next area, walk right until you see a giant rock. Use Fleep on the very tip of the rock. Treasure: Gold Bar x3 ---------------------- Map 10 ������ Cost: 40 Coins Description: The map shows a desert somewhere. Location: Chapter 1-3. From the beginning area, enter the star door by the red palm tree, head right all the way and enter the star door, enter the next, then go left using the up-and-down platforms, enter the star door. Head left to get to a statue with palm trees and pillars. Use Fleep above the statue. Treasure: Fracktail Card ---------------------- Map 11 ������ Cost: 70 Coins Description: The map shows a mysterious locale. Location: Chapter 1-4. After the ruins and in the shrine where Merlumina's spirit remained, use Fleep on the circle drawn onto the wall after the second pillar. Treasure: Merlumina Card ---------------------- Map 12 ������ Cost: 20 Coins Description: The map shows a suspicious building. Location: Chapter 2-1. At the very end of the level, where you can see Merlee's Mansion, Fleep on the top star to the right of the mansion. Treasure: Shooting Star ---------------------- Map 13 ������ Cost: 50 Coins Description: The map shows a building somewhere. Location: Chapter 2-2. At the beginning, before entering the house, use Fleep on the first window to the right of the front door. Treasure: Catch Card SP ---------------------- Map 14 ������ Cost: 50 Coins Description: The map shows the inside of a building. Location: Chapter 2-2. In the room where you first meet Mimi(kins), get on the stairs and Fleep the white picture. Treasure: Gnip Card ---------------------- Map 15 ������ Cost: 100 Coins Description: The map shows a place where you exchange money. Location: Chapter 2-3. In the "bank" room, or in other words, the Star Block room, Fleep the right edge of the note above the door, where the picture of Mimi is. Treasure: Mimi Card ---------------------- Map 16 ������ Cost: 30 Coins Description: The map shows a staircase. Location: Chapter 2-4. At the beginning, there's a staircase. Fleep right where the second vertical wood plank and the first horizontal wood plank meet. Treasure: Gold Bar x3 ---------------------- Map 17 ������ Cost: 50 Coins Description: The map shows a fragrant locale. Location: Chapter 2-4. Go to the end, in the bathroom where you fought Mimi. Fleep the mirror where the washing sink is. Treasure: ...Dried Shroom ---------------------- Map 18 ������ Cost: 10 Coins Description: The map shows a place decked out in three colors. Location: Chapter 3-1. Head to the very right of the beginning area and you'll find red blocks, blue blocks, yellow blocks, green blocks, and purple blocks that form figures when you flip to 3-D. Fleep the blue blocks. Treasure: Back Cursya Card ---------------------- Map 19 ������ Cost: 90 Coins Description: The map shows a spot filled with memories. Location: Chapter 3-1, underground section. At the start, pass the Gloombas, the pillars, and where the two Koopas are, Fleep where the lower indent on the blocks is. Treasure: Ultra Shroom Shake ---------------------- Map 20 ������ Cost: 80 Coins Description: The map shows hidden treasure underwater. Location: Chapter 3-2. At the start, head all the way right, flip, and enter the pipe. Head right in this next area, pass the first whirlpool, and Fleep below the wavy seaweed. Treasure: Big Blooper Card ---------------------- Map 21 ������ Cost: 180 Coins Description: The map shows a place where treasure abounds. Location: Chapter 3-2. At the start, head all the way right, flip, and enter the pipe. Head all the way right in the next area and surface. Fleep in between the two groups of yellow pixels in the mural. Treasure: Power Plus ---------------------- Map 22 ������ Cost: 130 Coins Description: The map shows a section of a big tree. Location: Chapter 3-3. Climb the very top of the big Dotwood Tree, where you're in the top where all the leaves and the red wind are. Before reaching the digital animated sign in the tree, Fleep the only lone brown block here. (In other words, the only brown block not in a group.) Treasure: Dimentio Card ---------------------- Map 23 ������ Cost: 230 Coins Description: The map shows a large room that's been oddly decorated. Location: Chapter 3-4. Navigate Fort Francis until you arrive in the long hall where the two doors used to be hanging. Enter the middle door (which is the next one after you enter), use Carrie across the pit of spikes, go up the elevator. In this room packed with decorations and memorabilia, Fleep just under the Visual Boy up there. Treasure: Tiptron Card ---------------------- Map 24 ������ Cost: 40 Coins Description: The map shows a place that may have too much treasure. Location: Chapter 3-4. Navigate Fort Francise until you arrive in the long hall where the two doors used to be hanging. Enter the left door, through the next room, over the bridge, and enter the door by the SecuriMeow bot. In this room, Fleep under the shelf that contains a Fire Flower item. (not collectible though D:) Treasure: Francis Card ---------------------- Map 25 ������ Cost: 30 Coins Description: The map shows a smelly spot in an unexpected place. Location: Chapter 4-2. At the beginning is the porta-potty. Just Fleep the door to the outhouse. Treasure: Squirps Card ---------------------- Map 26 ������ Cost: 70 Coins Description: The map shows the location of a person's hidden treasure. Location: Chapter 4-2. Go to the very right in the beginning area and enter the door. In this next area, go to the very right until you reach a green door. Flip and continue on, into the star door. Past the Mega Star area, keep going right until you reach a tall pipe. Jump on top of it, then enter the purple-ish green door. Fleep on the shelf next to the Blobule. Treasure: Hooligon Card ---------------------- Map 27 ������ Cost: 80 Coins Description: The map shows a shop somewhere. Location: Chapter 4-3. Continue until you reach the second star gate, and enter the vortex next to it. In this large place filled with vortexes, go up-right past the rotating barrier walls, and enter the blue vortex sitting in a corner of blocks. Go right to see the shop. Fleep where the trash cans are. Treasure: Mr. L Card ---------------------- Map 28 ������ Cost: 90 Coins Description: The map shows a treasure hidden in a forbidden place. Location: Chapter 4-4. Just continue until you get to the first room where you walk on walls. Use Peach to hover over the two pits as you go up, and enter the door to find a room filled with Tileoids. Fleep the ceiling block next to the door you enter. Treasure: Brobot Card ---------------------- Map 29 ������ Cost: 80 Coins Description: The map shows a love transmitter to the future... Location: Chapter 4-4. At the very end of the stage is a golden statue of Squirpina the 14th. Fleep the space between the wall and the top of Squirpina's staff. Treasure: HP Plus ---------------------- Map 30 ������ Cost: 120 Coins Description: CRAGLEY HO! The map shows a treasure on a rock tower. Location: Chapter 5-1. Right where you spawn, Fleep the top of the left rock spire. Treasure: Muth Card ---------------------- Map 31 ������ Cost: 10 Coins Description: The map shows a hard-to-find spot. Location: Chapter 5-1. At the very end where the star block is, use Fleep on the middle of the chalk drawing on the rock in the background. Treasure: Flint Cragley Card ---------------------- Map 32 ������ Cost: 20 Coins Description: The map shows a large volcano. Location: Chapter 5-2. In the second area, near the entrance door, you'll see a volcano in the background. Find a good vantage point, and Fleep the place just below the opening of the volcano. Treasure: Fire Burst ---------------------- Map 33 ������ Cost: 110 Coins Description: The map shows a treasure-filled place in a volcano. Location: Chapter 5-2. In the second area, near the entrance door, you'll see a volcano in the background. Climb up the hills to the right, float with Peach or jump with Luigi to the pipe on the left, and go down it. Enter the volcano. Fleep the chalk drawing of fire inside. Treasure: Ultra Shroom Shake ---------------------- Map 34 ������ Cost: 70 Coins Description: The map shows the inside of a cave. Location: Chapter 5-3. Star Block room. The second set of large, blue, transparent crystals you see... Fleep above it. Treasure: Shooting Star ---------------------- Map 35 ������ Cost: 60 Coins Description: The map shows tracks, like those used by a small train. Location: Chapter 5-3. Just head right as far as you can in the level, including going down the pipe when you can't head right any longer. At the far right of the level is a door. Enter it, ride the long minecart ride, and at the end, Fleep the top of the steep outward dent of the railroad track. (The end of it, basically.) Treasure: Hornfels & Monzo Card ---------------------- Map 36 ������ Cost: 140 Coins Description: The map shows a pipe and a door in a cave somewhere. Location: Chapter 5-4. From the start, head right, down, left, and down the pipe. Drop down here, head right, flip to find a hidden gap with a ladder and go down. Enter the pipe down there (or if it's not there, grab a Floro Cragnien and step on the red switch). Take the door, head right as far as you can, go down the pipe, go left, and in the room with red Cursyas, take them out first, then Fleep near the top-left corner of the right door in this room. Treasure: Poison Shroom ---------------------- Map 37 ������ Cost: 60 Coins Description: The map shows a treasure among treasures, so to speak. Location: Chapter 5-4. From the start, head right, down, right, and enter the door. Equip the Floro Sprout so you can pass the scanning room, and you'll reach a bright hall with many pictures of past kings and queens. Beside the blue picture is a black statue of a cat with a jewel on its chest. Fleep it. Treasure: King Croacus Card ---------------------- Map 38 ������ Cost: 70 Coins Description: The map shows something that defies gravity. Location: Chapter 7-1. At the beginning of the area is a fountain of orange water. Fleep the top of the fountain. Treasure: Jaydes Card ---------------------- Map 39 ������ Cost: 80 Coins Description: The map shows a river flowing with the tears of evildoers. Location: Chapter 7-1. On the right side of the River Twygs, Fleep the water near the shore. Make sure you're in the water below where you need to Fleep so you can grab the treasure. Treasure: Underhand Card ---------------------- Map 40 ������ Cost: 80 Coins Description: The map shows treasure hidden in an unopened box. Location: Chapter 7-2. At the very top where the old hags' house is, enter the house, and Fleep one of the cupboard shelves below the red TV. Treasure: Trial Stew (Ingest this while at a high level with max HP for huge points! ...Just make sure you're near an Inn.) ---------------------- Map 41 ������ Cost: 70 Coins Description: The map shows a place between sky and earth. Location: Chapter 7-2. At the end of the level is the star block and what seems to be a stairway to The Overthere. Fleep the window closest to the beams of light. Treasure: The Underchomp Card ---------------------- Map 42 ������ Cost: 150 Coins Description: The map shows an oddly colored tree. Location: Chapter 7-3, Stair 4. Start climbing towards the left. You'll find a sign that says "Yellow Fruit Hither." Flip to 3-D and follow the path to the newly-revealed star door. In the room with this Yellow Fruit tree, Fleep the stalk of the tree near the...cloud. Treasure: Gold Bar x3 ---------------------- Map 43 ������ Cost: 90 Coins Description: The map shows several similar objects in a row. Location: Chapter 7-4, Sector 5. Ride the lift to the right, and inside the pillary building, Use Fleep near the top of the last pillar. Treasure: Grambi Card ---------------------- Map 44 ������ Cost: 100 Coins Description: The map shows a white platform in a blue sky. Location: Chapter 7-4, Sector 8. Above the second arch platform. Fleep above it. Treasure: Luvbi Card ---------------------- Map 45 ������ Cost: 190 Coins Description: The map shows a white staircase. Location: Chapter 7-4, Sector 4. Cross the rainbow bridge and enter the star door. Fleep just above the seventh stair from the top. Treasure: Bonechill Card ---------------------- Map 46 ������ Cost: 160 Coins Description: The map shows light that dispels the darkness. Location: Chapter 8-1. Go along through the level until you reach a room with two Mr. I's and a Red I between them. Use Luigi to get up to the door above and enter. Go to the left of this area and Fleep the fire on the torch. Treasure: Nastasia Card ---------------------- Map 47 ������ Cost: 200 Coins Description: The map shows devices floating in the darkness. Location: Chapter 8-3. Go on until you reach the second room filled with mirrors. You'll see five mirrors when you first enter, before a gap comes up. Fleep the middle mirror. Treasure: Super Dimentio Card ---------------------- Map 48 ������ Cost: 90 Coins Description: Where is this place? There are so many black walls... Location: Chapter 8-4. Continue to the very end of the level, where the star block is. Move so that the left edge of the door just barely touches the left side of your screen. Now Fleep near the top of the screen until you find it. (Thanks Light_Vader for that strategy in your treasure FAQ. It helps!) (If you have a widescreen TV, this strategy may not work as well. I dunno if Super Paper Mario has a widescreen function.) Treasure: Count Bleck Card *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section XIII | Tips & Tricks | --------------------- ---------------------- Flipping �������� Stuck somewhere in 2-D? Just flip to 3-D! An enemy just vanished from nowhere? Flip to 3-D to chase it down! Trying to find secrets? Just flip to 3-D! Feel like being three-dimensional for a while? Flip to 3-D! In case you haven't gotten the hint, flipping to 3-D can provide the answers to a lot of problems Super Paper Mario throws at you. Make use of the ability thoroughly, but not too much - you don't want to suddenly lose HP. ---------------------- Fast Money ���������� Need some money, and fast? Well, if you have at least 100 coins, but need more, go to Flopside's Card Shop and buy a Catch Card SP. Now, go to Chapter 5-2. Move through past the first star door, then in the next section, move right until you see another star door. Enter, cross the gap, and flip to 3-D. If you are in the right area, you'll always find an Amazy Dayzee. A Catch Card SP will always capture Amazy Dayzees, so pick up the card, then head back to either Card Shop - preferably the Flopside one again. Sell the Amazy Dayzee card for 300 Coins! That's a 200-coin profit! Now, you can buy three more Catch Card SPs and repeat the process for up to 900+ coins! Easy! ---------------------- Fast Level Grinding ������������������� I'm sure you know about the trick in Chapter 5-4: Find the downwards pipe spawning Floro Sapiens, stand on the block as Bowser, hold the down Control Pad direction to breathe fire at the pipe, and let 'er rip. It's effective for when you need to just go somewhere (just tape down the button), but it's slow. If you're willing to do a little bit of work for a huge reward, try this. Empty any of your items that you have available. Now buy Shell Shocks at the Flipside Item Shop until you can't carry anymore. Go to Chapter 8-4 next, and use a Shell Shock on the beginning hall. Do it correctly and follow it with Dashell without really touching the Shell (It hurts) and you'll gain a huge amount of points. You're most likely to get a level-up right there, maybe even two depending on how low your level is. Make sure to jump over the Shell as you near the end to avoid getting hit. Now use the Return Pipe. Strangely, when you are in Chapter 8, using the Return Pipe only returns you to Flopside's tower, so re-enter Chapter 8-4 and do it over again to gain lots of levels in a small amount of time, until you run out of Shell Shocks. The other good thing about this too, is that you not only gain a good amount of coins back, but any items you collect can be sold for even more coins, and it's usually a profit by 50 or so coins, so you can do it without losing coins. ---------------------- Easy Wracktail Kill ������������������� Wracktail is the boss of the Flipside Pit. An easy way to beat this boss that has too much HP is to first switch to Luigi, stand right under the antenna, charge a Super Jump, and release to jump through the antenna. Now, try to keep yourself on the antenna as you keep on bouncing on it, delivering quick damage. During this, Wracktail may circle around, so get back on him and continue it. He should be defeated in record time. ---------------------- Quick Preparation for the Pits ������������������������������ This tip was sent in by MirrorKirby. I'll just copy/paste it here. "If you are like me, then you can�t help but get hurt while fighting your way down (or right) through 100 repetitive battles. Fortunately, at level 32 you�ll have 90 HP, (if you are not there yet go use the shell shock + dashell trick above) in which case you�ll take better advantage of this method. Level 34 would be even better. I feel that a one-time use item that goes away after that or until you leave the level would be terribly ineffective against 100 floors / Sammer Guys, considering you only have 10 spaces. I suggest you instead pack your inventory for the expedition with healing items, but not just any healing items, but the sole healing item that heals (90!) Hit Points. Dyllis Deluxes! Here�s the trick: Hit Points don�t go away because you left a room. That�s why they are better than attack items except in dire situations. In such dire situations I find Love Noodle Dish�s provide the most BANG for your inventory slot. Here is one of the fastest ways to get 2 Dyllis Deluxes (repeat for more): 1) Do step 2) if you have < 100 coins; else skip to step 3). 2) Go to 4-4. (Woah Zone) Go to the next room. Kill all the enemies, then use Dashell or Carrie to grab the flower block and get as many coins as you can. Go right of the flower block and hit the ? block and get +10 Current HP +1000 points (just for kicks) step up on the platform above the visible door and flip to 3D. go through the door that �magically� appears. Wait for the Tileoid R then grab the slow flower from the blatantly visible ? block. Kill the tileoid then �quickly� jump down to the pigarithm and kill it before the slow runs out. Go back and go through to the door you just used and go through the aforementioned visible door below. In this room you�ll find 5 Pigarithms, kill them and use the return pipe. There is one more Pigarithm in the whoa zone, but its faster just to use the return pipe and go back for more. If for some reason you do not have 100 coins, repeat step 2). 3) Buy 1-3 catch card SPs. Catch Amazy Dayzees in world 5-2. (See tip above on "Fast Money") sell the cards until you have 740+ coins. 4) Go to the Flopside General Shop and buy 2 Ultra Shroom Shakes. Go to the Itty Bits shop through the underwater path (visible in 3D) in Flopside B1. Buy 4 power steaks. Go to Flipside�s Kitchen. Cook the 2 ultra shroom shakes and 2 of the power steaks. Go to the kitchen in Flopside and cook: Power steak + Hamburger, Power Steak + Hamburger ==> Shroom Steak + Gorgeous Steak, Shroom Steak + Gorgeous Steak. Viola! 2 Dyllis Deluxes. 5) Rinse, lather, and repeat. Store away the Dyllis Deluxes until you are about to challenge one of those aforementioned challenges. 6) Once you are challenging a Pit of 100 Trials or the Sammer Guy Kingdom, only use the Dyllis Deluxes when you can maximize how much they heal but keep within 1-2 hits from dying. If you are 1-2 hits from dying, PLEASE, use the food." *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section XIV | Frequently Asked Qs | --------------------- Come here to find questions that have been asked. Some are already inputted when we submitted this, but others are some questions that we got from emails. ---------------------- Q: Well, how are you supposed to get the code for the vault in 2-3? A: Spazzy: "You're supposed to work in a mediocre sweat shop by hitting a block to generate electricity. After getting 100 Rubees from the slave driver, you're supposed to pay a guy in the prisoner cell to get the code for the Hamster Wheel Room, a room with a much easier way of getting Rubees. Then after you have 10,000 Rubees. You pay a guy in the cell room who is in 3-D, to get the code for the vault. I just gave you the condensed version of the chapter and helped you out." ---------------------- Q: How do I find the rest of the Heart Pillars? I can't find any more in Flipside. OR Q: How do I find Flopside? A: You need to find Flopside, which has the rest of the Heart Pillars in the game. To get to Flopside, simply refer to the "End of Chapter 4" section in the walkthrough. Here's a hint though...you'll have to use Fleep somewhere in Flipside 1F. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* Section XV | Credits | --------------------- Spazzy: For helping me with the FAQ. Nintendo: Supervising the development of this game and for being one of the most influential video game developers. Intelligent Systems: For creating this game and the wonderful Paper Mario series. You: For choosing to view my, er, our FAQ. :P MirrorKirby: For helping with a tip to the Tips & Tricks section. Devon: For pointing out a loophole in my Legal Notices, so I updated it. Thanks! ********** Anyone else will be added to the Credits if they help us through emails. Gooood night, everyone! ********** , __ /|/ \ | __/ | \ |(__/ anjo2553 & () /\ / \ /(__/ pazzypeanut