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Walkthrough

by spazzypeanut / Banjo_2553

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               | _ \/_\ | _ \ __| _ \ |  \/  | /_\ | _ \_ _/ _ \
               |  _/ _ \|  _/ _||   / | |\/| |/ _ \|   /| | (_) |
               |_|/_/ \_\_| |___|_|_\ |_|  |_/_/ \_\_|_\___\___/

 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
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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
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Enemies: Blue Magiblot (x4), Squog (x3)
Strategy: Keep Barry out to deflect any Magiblot spells.

------------
Room 078
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Enemies: Blomeba, Chromeba
Strategy: Don't let them clone too much, otherwise it'll be too much to bear!

------------
Room 079
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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
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Safe room. You can exit the Pit to the left, or grab the Cudge Card and
continue.

------------
Room 081
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Enemies: Hogarithm (x3), Tileoid Y (x4)
Strategy: Flip to kill the Hogarithms, and scavenge around for the Tileoids.

------------
Room 082
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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
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Enemies: Cherbil (x3), Pink Fuzzy (x5)
Strategy: Pink Fuzzys are more powerful, so be careful with their erratic
 behavior.

------------
Room 084
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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
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Enemies: Dark Boo (x6), Poison Pokey (x4)
Strategy: Keep Peach out and guard whenever possible. You do not want to get
 poisoned.

------------
Room 086
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Enemies: Koopatrol (x5), Magikoopa (x4)
Strategy: Hm...Possibly Peach and Barry here? Again, sneak up behind the
 Koopatrols if you can.

------------
Room 087
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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
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Enemies: Ninjoe (x4), Ninjohn (x3)
Strategy: NINJAS! THOUSANDS OF THEM! ...So yeah, these annoying guys again. Be
 very careful with them.

------------
Room 089
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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
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Safe room. You can exit the Pit to the left, or grab the Dottie Card and
continue.

------------
Room 091
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Enemies: Gawbus (x2)
Strategy: Exact same strategy as with the Jawbus room and Rawbus room.

------------
Room 092
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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
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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
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Enemies: Fire Bro. (x4), Squoinker (x3)
Strategy: Keep Peach for this room.

------------
Room 095
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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
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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
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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
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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
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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
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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
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Enemies: Dark Goomba (x6), Dark Koopa (x3)
Strategy: Just keep Cudge out for this room so you can kill the Koopas easily.

------------
Room 003
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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
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Enemies: Dark Paragoomba (x8)
Strategy: Nothing but Dark Paragoombas! Just jump on them to be safe.

------------
Room 005
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Enemies: Dark Koopa (x3), Dark Spiked Goomba (x3)
Strategy: Cudge only. That's it. Don't bother jumping on any enemies.

------------
Room 006
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Enemies: Dark Cherbil (x2), Dark Squiglet (x4)
Strategy: Dark Squiglets are nothing to worry about, but be cautious of the
 Dark Cherbils.

------------
Room 007
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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
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Enemies: Dark Cursya, Dark Goomba (x3), Dark Spiny (x4)
Strategy: Cudge. Make sure not to touch the Cursya here.

------------
Room 009
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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
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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
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Enemies: Dark Stone Buzzy (x4)
Strategy: Yeah, Stone Buzzys always require three hits to defeat. Kill them
 faster by bouncing on them.

------------
Room 013
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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
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Enemies: Dark Cleft (x2), Dark Paragoomba (x4)
Strategy: Beware the Dark Paragoombas in close quarters, but the Dark Clefts
 are easy.

------------
Room 015
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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
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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
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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
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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
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Safe room. You can exit the Pit to the left, or grab the Goombario card and
continue.

------------
Room 021
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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
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Enemies: Dark Spania (x7)
Strategy: Dark Spanias galore! Use Cudge, but be careful.

------------
Room 023
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Enemies: Dark Fuzzy (x5), Dark Longator
Strategy: Be vigilant when jumping to higher or lower platforms...that Dark
 Longator can be tricky.

------------
Room 024
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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
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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
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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!
**********
 , __
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 |(__/ anjo2553

&

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/(__/ pazzypeanut