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