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    FAQ/Walkthrough by Kratos_42

    Version: 1.21 | Updated: 05/24/07 | Printable Version | Search This Guide

    
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                                  FAQ/Walkthrough
                         Author: Daniel Anderson (Kratos_42)
                               Updated January 11, 2009
    
    ----------------------------=== INTRODUCTION ===----------------------------
    
    Welcome to Kratos's FAQ/Walkthrough for Super Paper Mario on the Nintendo
    Wii! I was inspired to write this FAQ after seeing the sheer repetition of 
    questions that had already been answered on GameFAQs's forum for this game. 
    Have fun reading and playing the game, it's quite good.
    
    This FAQ may not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission by the author. If you wish to 
    use this document on your website, you may do so under one condition - you 
    must e-mail me first for permission. Should I choose to grant permission, 
    you are not permitted to change a single character of this document without 
    further consideration.
    
              Copyright (c)2007-2009 Daniel Anderson. All rights reserved.
    
    
    --------------------------=== TABLE OF CONTENTS ===-------------------------
    
    01 Game Mechanics & Characters......................................(SPMAAA)
    02 Walkthrough......................................................(SPMBBB)
       2.0 Prologue.....................................................(SPM000)
       2.1 Chapter One..................................................(SPM001)
       2.2 Chapter Two..................................................(SPM002)
       2.3 Chapter Three................................................(SPM003)
       2.4 Chapter Four.................................................(SPM004)
       2.5 Chapter Five.................................................(SPM005)
       2.6 Chapter Six..................................................(SPM006)
       2.7 Chapter Seven................................................(SPM007)
       2.8 Chapter Eight................................................(SPM008)
       2.9 Post-Game....................................................(SPM009)
    03 Boss Strategies..................................................(SPMCCC)
    04 Shops & Items....................................................(SPMDDD)
    05 Recipes..........................................................(SPMEEE)
    06 Cards............................................................(SPMFFF)
    07 Optional Pixl....................................................(SPMGGG)
    08 Pit of 100 Trials................................................(SPMHHH)
    09 Treasure Map Hunting.............................................(SPMIII)
    10 FAQ..............................................................(SPMJJJ)
    11 Version History..................................................(SPMKKK)
    12 Special Thanks...................................................(SPMLLL)
    13 Contact Information..............................................(SPMMMM)
    
    
    ---------------------=== GAME MECHANICS & CHARACTERS ===--------------------
    
    Section 01: Game Mechanics & Characters (SPMAAA)
    
    ==============
    ---CONTROLS---
    ==============
    
    The controls for the game are quite simple, and as such I don't feel a need
    to expand on what the manual will tell you, but if you don't have the manual
    for whatever reason, I'll tell you the controls here.
    
    Control Pad (D-Pad)
    -------------------
    Walk/Crouch
    Move the Cursor
    (Press down using Peach) Guard
    (Press down using Bowser) Breathe fire
    (Press up when next to other character) Speak to nearby character
    (Press up when in-game signal tells you to) Examine a door or chest
    (Press up during a conversation) View previous dialogue messages.
    
    A Button
    --------
    (When using Mario) Flip dimensions
    (When there is a long description in a menu) Scroll text
    
    1 Button
    --------
    Use a Pixl
    (When a dialogue star appears) Read the rest of the message
    
    2 Button
    --------
    Jump
    (When using Peach in midjump) Open parasol and float
    Select an item
    (When a dialogue star appears) Read the rest of the message
    
    1 & 2 Buttons
    -------------
    Display quick menu
    
    + Button
    --------
    Display menu
    
    - Button
    --------
    Display controls
    
    Pointer
    -------
    (When viewing and pressing A button) View Tippi's hints and explanations,
    examine people and things
    Some items and minigames also require the pointer's usage
    
    Home Button
    -----------
    Brings you to the Wii menu screen
    
    Power Button
    ------------
    Turn off the Wii console
    
    ============
    ---COMBAT---
    ============
    
    Combat in Super Paper Mario is a simple affair, as you just use your own
    jumping skills and occasionally items or Pixl abilities to defeat enemies,
    while you accumulate damage from biotic factors, like enemies touching you,
    or abiotic factors, like falling into a gap. If you suffer too much damage
    and die, you lose the game, and have to start over from your last save
    point. I wouldn't worry about dying too much, as the fighting is none too
    difficult and the small amount of health items you'll either get from the
    enemies in the game or from shops more than compensates for whatever unlucky
    hits you'll receive from enemies.
    
    ==================
    ---STYLISH HITS---
    ==================
    
    If you wiggle the Wiimote while defeating an enemy, you will likely get some
    bonus points for being stylish. Also, if you press the 2 button when you're
    landing on an enemy, you'll bounce higher.
    
    ========================
    ---DIMENSION FLIPPING---
    ========================
    
    Do this everywhere you go. No, seriously. In more than half of the places
    you flip, you'll find something interesting and worth the time. However, be
    careful not to spend too much time in the 3D world, as you will start to
    take damage if your Flip Meter runs out.
    
    =================
    ---LEVELING UP---
    =================
    
    The way you level up in this game is sort of like in other RPGs, but with
    some crucial differences. In most RPGs, you'll receive experience points for
    defeating an enemy, and eventually you'll level up. Here, you receive points
    for defeating enemies and for doing other certain actions, like grabbing an
    item. Once you hit a certain amount of points, you'll level up, and either
    your attack or number of health points will increase, unlike most RPGS where
    a variety of stats all increase at a level up.
    
    ===========
    ---TIPPI---
    ===========
    
    You may be tempted to forget Tippi's ability to tell you information about
    things you point at using the Wiimote, but it's really a foolish move to. At
    any time you're stuck, you should always try dimension flipping, a bit of
    backtracking maybe, and using Tippi.
    
    ======================
    ---Mister I & Red I---
    ======================
    
    Got probably upwards of twenty e-mails about these two. They're the 'eye' 
    enemies that shoot lazers at you. I say a lot of times in the walkthrough 
    that you can't kill them. That's not true, as I've learned from my readers. 
    Like in previous Super Mario games, if you flip to 3D and run around them, 
    they'll be defeated. Likewise, if you just use Fleep on them, they'll also 
    be defeated. So, there you go.
    
    ====================
    ---SPIKED ENEMIES---
    ====================
    
    I've received close to a dozen e-mails on this, so instead of quoting one 
    person or another, I'll just say that this bit wouldn't be here without 
    them. Anyway, you can jump on spike-topped enemies, like Bowser, without 
    getting damaged if you use Carrie. I didn't really think that it needed it's 
    own section, but I suppose it does. 
    
    ================
    ---CHARACTERS---
    ================
    
    Mario: Everyone's hero, Mario is on the scene once again to save all the 
    worlds from the Void, and more specifically, Count Bleck. Along the way, he 
    might want to find Peach and Luigi, maybe. Maybe.
    
    Princess Peach: Fair ruler of Mushroom Kingdom, she is apparently betrothed 
    to Bowser. That's too bad. Missing at the start of the game.
    
    Bowser: Normally an enemy of Mushroom Kingdom, Bowser will help you out, but 
    he isn't happy about it. Mmm, fire breath. Also missing.
    
    Luigi: The hapless brother of Mario, Luigi is a bit more, uh, 'cautious' 
    than his sibling, but he's always there to help out. If anybody wants him. 
    He's missing, too. Quite the theme we've got going here...
    
    Tippi: A mysterious Pixl that brings you to Flipside. It's hinted strongly 
    through the game that she is more than she appears to be. 
    
    Merlon: Tippi brings you to meet Merlon, and he'll tell you of your quest to 
    save all worlds. Go to him when you need to know what to do.
    
    O'Chunks: The 'brawn' minion of Count Bleck. Likes to go hero 'chunkin. 
    
    Mimi: The 'freakin' creepy' minion of Count Bleck. She's freakin' creepy. 
    
    Dimentio: The 'mysterious' minion of Count Bleck. Ciao!
    
    Nastasia: Seems to be Count Bleck's assistant. It's mentioned that she owes 
    him her life. Talks like Bill Lumberg from the movie, "Office Space".
    
    Count Bleck: He's evil, wears a monocle, switchs from talking in first to 
    third person in gusto, and has a starry cape. Clearly not somebody to mess 
    with, as is evidenced by the way he's the big evil guy of this whole thing.
    
    
    -----------------------------=== WALKTHROUGH ===----------------------------
    
    Section 02: Walkthrough (SPMBBB)
    
    Here's the walkthrough for Super Paper Mario, and along the way I'll tell
    you every secret I find. If you find something that isn't mentioned here,
    however, e-mail me about it! I'd love to know so more people can be helped,
    and if it's something that I truly missed, I'll add an 'E-mail Note:' right 
    in the section where it's needed. Let's go!
    
    ============================================================================
    -------------------------------=== PROLOGUE ===-----------------------------
    ============================================================================
    
    Section 2.1: Prologue (SPM000)
    
    ---FLIPSIDE---
    
    After all of the ridiculous happenings in Peach/Bowser's Castle, you're
    brought to Flipside by your Pixl helper Tippi, and meet Merlon, who appears
    to be of the magical persuasion. He likes to keep himself busy by making
    sure all of the worlds don't end. Hours must be great. Anyhoo, he directs
    our attention to a rather depressing purple hole in the sky that spews an
    interesting sort of lightning. Created by Count Bleck, the guy who you just
    saw spirit away Peach, Bowser, Luigi, and a whole task force of Bowser's
    minions, by way of the Dark Prognosticus. Before long, you've got yourself
    the job of saving the world through collecting the eight Pure Hearts, as is
    foretold by the decidingly pleasant sounding Light Prognosticus. Before you
    wonder to yourself about just why you're going on a fetch quest for eight
    instead of the usual seven mystical items, the answer is revealed to you.
    Why, that sly Merlon already had you a Pure Heart!
    
    With your do-nothing attitude already netting you a Pure Heart, it would
    seem that the Great Hero Mario of Legend could accomplish his entire goal
    of planet saving by doing nothing at all! Alas, this is not the case, for
    you must switch gears soon after and place the Pure Heart in the Heart
    Pillar, located in Flipside. Your Pixl pal Tippi is on the job, helping to
    guide you there along with the in-game instructions on how to move. Start
    by running directly right and off the ledge, and then left after you've
    fallen, chatting to the Flipside denizens for some obvious observations.
    
    When you've reached the white block you'll be asked to place the Pure Heart
    in it's spot, triggering a bit of special effects and an opening door near
    Merlon. With that task accomplished, you'll be told to return to Merlon. Do
    so by traveling back to where you fell, and pressing up on the d-pad when
    you're standing in front of a red arrow. You'll be transported to the 2nd
    floor of Flipside. Talk to the people around you for more irrelevant bits
    of info, then go left. You'll stumble across a save block, which you hit by
    jumping and hitting it. To your right now are the town fortune teller, inn,
    path back to Merlon, and path to the third floor. To the left are Merlon's
    place, the item shop, and non-functional path to the 1st floor. You have no
    coins at the moment, so head up the path to Merlon, where you'll receive an
    item that allows you to travel back to Flipside from most locations you'll
    travel to in the game.
    
    You're told that you'll be meeting with a dimensional governor who will be
    giving you some nice new powers. Sounds great to me. Go through the red
    door and the quest begins!
    
    ---CASTLE BLECK INNER SANCTUM---
    
    But first, some wacky mishaps involving the main villain and his
    maliciously mischievous minions. It culminates with some hero-chunkin' to
    be done by the classic muscle man O'Chunks, and another minion travels with
    him to watch. All of this is due to the Count receiving news that there is
    an interdimensional interloper that is most likely the foretold hero.
    
    ============================================================================
    -------------------------------=== CHAPTER 1 ===---------------------------- 
    ============================================================================
    
    Section 2.1: Chapter 1 (SPM001)
    
    =============
     CHAPTER 1-1
    =============
    
    ---LINELAND ROAD---
    
    You're taught about Tippi's function as an information source, and told by
    Tippi to find the dimensional governor, Bestovius. It's also noted that the
    Pure Heart is not nearby. Travel right and you'll encounter a Goomba, which
    you can defeat most easily by merely jumping upon his head. Since he only
    has one health point, he'll be defeated. Collect the coins from the item
    blocks and continue east, and once you reach the unbreakable blocks that
    surround a door, jump upon the closest breakable block, and from there over
    the door. Continue on your way, defeating an enemy that likes to jump when
    you're nearby. Careful though, it'll take two jumps to defeat this one. As
    you reach the house, go by and save, and then enter.
    
    Entering into a seemingly empty house, Tippi will tell you to use his, her,
    um, it's function as a Pixl and search the house via Wiimote pointing. Once
    you've done so, you'll see a door. Click on it to make it enterable, and go
    right on in. Bestovius will first make you self-conscious about your poor
    mustache size, and then will delve right into dimensional flipping. But wait
    just a moment there! He wants ten-thousand coins for the teaching. Despite
    your coin-shortage, agree anyway, and he'll let you skate through on the few
    coins in your pocket. What a deal! He'll mutter like a madman for a moment
    or two there and then give you the rather shiny ability to flip between the
    myriad dimensions. Just hit A and you're on your way! Do it right now and
    you'll see two items for your trouble. Return to the flat plane and let the
    meter recharge, then head into the outer room, again changing dimensions to
    get another item, and changing back. Now, outside into the unknown!
    
    E-mail Note: Bestovious will teach you to dimensionally flip whether you pay 
    him or not, if you just refuse to pay, he caves in and says, "I guess I'll 
    have to teach you anyway." - Kamens711
    
    E-mail Note (2): In chapter 1-1 near Bestevious's house (the guy that grants 
    you the flip power) you can obtain a Squiglet card. All you need to do is 
    jump on the save block to the right of the house, and then jump onto the 
    house. On top of a brick block above the house is the card. - llamaman2
    
    Change dimensions upon leaving for a couple of coins and some 8-bit help you
    may recognize from the past. They'll damage any enemy they hit. Nice. Now
    drop off the ledges and change dimensions again, revealing a trail of coins
    and another pipe. Enter the pipe on the right and you'll enter a cave that
    holds a chest with your item. Don't worry, your little pals will travel with
    you. But ho! Change dimension again and you'll find another coin trail that
    lurks behind the platform. Leave via the ground pipe. Jump over the gap, and
    go 3D. You'll find that those unbreakable blocks were quite unattached after
    all. Head inside the door, there's nothing left to find in the new dimension
    the rest of the way.
    
    Upon entering the new area, the leveling up system is explained. Earn points
    by defeating enemies, gain more health and attack power as a result. Defeat
    the group of foes by way of Koopa shell, which you'll get by jumping upon
    the first turtle-like enemy, a Koopa. Just run into it to defeat it. Go
    further until you reach the tall pipe, and then change dimensions, taking
    care to nab yourself the Goomba Card while passing by. Jump onto the middle
    pipe and get that block, and continue on your way, defeating the enemy that
    appears solely in the third dimension.
    
    Check continuously for blocks that are only in the other dimension while you
    continue your progress. Take note of the happy flower at the top of the item
    block pyramid, it'll rain coins down all over the place. Take care not to be
    overeager as yours truly was, I managed to jump off a ledge in the pursuit
    of a very large coin. Anyway, as you reach the unjumpable gap, change
    dimensions, you'll see a path on the left as well as an enemy at the end
    that you should quickly defeat. Go back to 2D and go up the steps and across
    the gap. You won't find anything except for an enemy in the third dimension
    over here. In the normal dimension, however, you will find yourself a new
    enemy with four health points that spits slow rocks. Once they're all
    defeated, enter the door.
    
    Run right and defeat the Sproing-Oing enemy, who has the annoying tendency
    to constantly split itself upon damaging. When past it, change dimension and
    hit the block behind the hill for your little buddies to come back to help
    you take the fight to evil. Continue forward and destroy the enemy in 3D,
    changing back to eliminate the normal enemies. Upon hitting the enemy block
    you'll receive a 'watch-out!' warning, which you should heed, you just
    unleashed a zombie Shroom. Use your minions to defeat it, or if you have
    managed to already lose them, just dodge it. Upon reaching the next
    impossibly tall hill, change dimension, putting a bit of distance between
    yourself and the hill. Eek! An army of easily defeatable enem-Hey. Just go
    crazy here, jumping to and fro collecting coins, points, and the occasional
    dropped items. Just take care to watch your Flip Meter.
    
    Once you've passed that bit of excitement, continue on, defeating one of the
    slinky-like enemies just to fight another when you change dimension to go
    between the steps. Head back afterwards and jump on the coin block, and from
    there to the tall hill, so you can hit the brick block there for some nice
    amounts of coins. Making forward progress now, go up the steps and jump over
    to the hill, and enter the door. Don't waste the time to change dimensions,
    there's nothing there to find.
    
    Bypass the immediate danger of the Piranha Plants by changing dimension and
    walking right by them. Hit the item block and you'll get an item that will
    grow you out into a gargantuan size. Use it by running straight forward, and
    you'll plow through everything in your path. 
    
    E-mail note: At the end of chapter 1-1, you stated that you should stay 2D 
    and get the star since there is nothing else there.  However, before 
    touching the star, if you change to 3D and follow a small path behind the 
    wall there is a chest containing an enemy card. - Luke Jones
    
    =============
     CHAPTER 1-2
    =============
    
    ---MOUNT LINELAND---
    
    Easy enough here, more of the "defeat enemy, change dimensions and defeat
    that enemy," stuff we've been doing. So, do it. Be warned, though, you'll
    encounter winged enemies that make your own jumps a bit of a hazard. Don't
    miss a single enemy, they're easy points compared to the amount of danger
    they are. When you're done at the bottom level go 2D and jump up the
    mountainside's levels, defeating the red Koopa along the way. Then jump up
    into the red square and you'll rather ingeniously be transported to the next
    area.
    
    Simple enough here, change dimensions and jump on the blue block seemingly
    encased in desert block to trigger the appearance of a mountain that you
    can jump on. Go up and jump into the blue square, it'll move you over to the
    next doorway. Go into the third dimension for a second here and fall very
    gingerly down the ledge to the left, and you'll fall next to a coin block.
    Head up the same way as last time, but this time enter the door. Head up
    the stairs, let the Koopa walk off the edge, and then change dimensions. Hit
    the four coin blocks and jump on them, and from them to the next ledge. Up
    here go again into three dimensions, first to hit the hidden four coin
    blocks, and then to go from them to the indestructible blocks above them.
    Defeat the lone enemy here, and change into the third dimension. Don't worry
    if you fall, you can hit a brick at the bottom that creates a ladder back to
    the coin blocks. Anyway, look for a brick block hiding in 3D next to the
    highest indestructible blocks. It'll create another ladder upon being hit
    which takes you to a line of delectable clouds that have an even more
    delectable line of coins atop it. Travel along it's way and jump down. Go 3D
    to avoid the rolling blocks. Run quickly up the hill, there's nothing to
    find and time running out. At the end, enter the door.
    
    Run up the path and read the sign to learn the bridge is closed. Oh, darn.
    No way to stop the end of all worlds now. How terrible, whatever shall we do
    no-Ooh, is that a pipe? Enter it and you'll be in the background of the game
    screen. You can't enter the third dimension from here, so just run left and
    enter the building here. Go up the steps and you'll see water appearing out
    of nowhere. Change dimensions and you'll find a man with similar fashion
    sense scared out of his mind. Talk with him and stand close before changing
    dimensions back, therefore rescuing him from his dimensional peril. Luckily
    enough, he's Red, the guy that wrote the sign we read just a bit ago. He'll
    ask you a question about the color of manliness, answer 'Red' and you'll
    have a bridge to travel across. Leave the house and travel through the pipe
    back to the foreground of the game screen. Continue on your way and you'll
    soon reach a town.
    
    ---YOLD TOWN---
    
    Run around a bit and talk to the people, one of which reveals that by
    changing dimensions, you can enter a pipe hidden behind the blocks next to
    her, and further more, down there changing dimension hides more goodies.
    Like coins! Follow the good lady's advice and do so. Now go into the first
    shop, and if you have fifty coins, and you certainly should, get yourself a
    Life Shroom, just in case. Go into the next building up to hear the paranoid
    ravings of a madman, and continue onto the next building, where you should
    change dimension once to find and enter a hidden pipe, and again to walk by
    a group of Thwomps. Enter that door too. In here, use the Wiimote's pointing
    abilities to reveal another door. Go in.
    
    Ooh, a treasure chest, and it's big too! That should make you feel better
    about being locked inside. Open it to reveal a new Pixl friend, Thoreau. His
    own special ability allows you to pick things up and throw them, even while
    jumping. Pick up the red and silver block next to you and chuck it at the
    blue switch on the left side of the room while jumping to open the door.
    Leave as you got in.
    
    Go into the fourth building now and talk to the elder, he'll protest at
    first, but at the sight of your new Pixl he'll acquiesce and tell someone or
    other to put the bridge back up, allowing you to progress. Once you've left,
    go back left to the blocks hiding the pipe. Jump from them to the nearby
    roof on the left, and from there right until you're to the elder's roof. You
    will find here a Boomboxer card. Jump on down when you've got it. Now run
    right and enter the pipe before the gap, you'll go the game screen's
    background again. Run right to the house, and when you go in, head up the
    steps, change dimensions, and grab the Red & Green card in front of the bed.
    With that out of the way, talk to the man in green. He'll put out the bridge
    and ask you again about colors. I chose 'green' because it was the first
    option and I already had the bridge, and I got booted out of the house for
    my troubles. How rude. On the other hand, it was much quicker and more fun
    than backtracking out, so respond how you like. Run over the bridge and hit
    the star block to end the chapter.
    
    =============
     CHAPTER 1-3
    =============
    
    ---YOLD DESERT---
    
    Run right, defeat enemies, change dimensions to reveal blocks, the same old
    thing. Be careful of rocks, though, they're enemies that we aren't able to
    harm directly just yet, due to their defense being two. You can however goad
    them into flipping themselves by ramming the rock, but it's really not worth
    the time. Something important to note, when you're at the ledge directly
    before the last sand river, change dimensions and look behind the rock that
    you just passed, you'll find a card behind it. Defeat the Boomboxer that's
    near you too, it should be easy with the card you've got of it. Jump over
    the river and change dimensions, then sneak up behind the enemy with the
    glowing tail. Change dimensions back very quickly and attack the tail in
    fast succession to defeat the enemy. You can't do anything about the enemy
    in the other dimension here, so just enter the door.
    
    Here run up and again goad the enemy into flipping itself and defeat it,
    jumping past the sand river next. Defeat the cloud enemy by jumping on it's
    top, being careful to avoid the gas it spews out as it can cause the adverse
    sleep status effect. With a small bit more travel and a dimension change,
    you'll see a rock with an arrow atop of it that tells you to follow a trail
    to the right that isn't visible from the normal dimension screen. Follow it
    and you'll come across a signpost that tells you to jump ten times beneath
    a red palm tree. Sounds simple enough.
    
    Time for the Grand Red Palm Tree Quest of the Ages! And away we go! Run back
    to the normal trail, and go left, not right, until you're at the door to the
    last path. Go through, and jump over some rocks and sand rivers until you've
    reached the red palm tree of legend. Jump the ten times required and the
    door of magic stars will open! Or, it's just another door. Ah, well, that
    quest didn't take long. Go through the door.
    
    Here you'll need to take out an enemy near the indestructible blocks, and
    then another in the other dimension, switching back to normalcy for a coin
    block and a ride using the red squares, after jumping up to them with the
    spring. On the other side of the sand pit, change dimensions to get all of
    the blocks, and change back to 2D. Jump from the spring to the top, and from
    the top indestructible squares to the lone square to the right. Once you've
    landed on it, use Thoreau the Pixl's ability to throw himself at the blue
    switch to activate the next red square transport.
    
    The place you land has a surprising amount of 3D enemies on it if you want
    to bother with it, but if you do watch out for the sand, it's not always
    easy to get away from. On this side defeat the enemies and use the save
    block, and then jump on it in the third dimension, and from it to the other
    indestructible blocks now in 2D until you reach the pipe. Enter it to find a
    row of coin blocks, and when you change dimensions you'll find an additional
    row hovering above the first. Hit them all and additionally, if you jump
    above the middle coin block in 2D, you'll hit an invisible brick coin block.
    Be advised, the last 3D block has a blue Shroom that'll both heal you 20
    points and give you a sizable point bonus. Leave the pipe and make certain
    that you've saved before you enter the next door.
    
    +-+-+-+-+ BOSS: O'Chunks +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 20       
    AP: 1
    
    O'Chunks isn't too bad for a first boss, his attacking consisting of
    grabbing you by the feet and throwing you and jumping in the air above you
    in an attempt to crush you. He also will lower his shoulder sometimes and
    try and ram you while you're trying to get close enough to grab him. Your
    way of winning this is usage of the Pixl Thoreau. Get close enough to throw
    the Pixl at him so that you've got him, and then throw him to daze him. Jump
    on him quickly to do damage. Repeat as much as needed and you've won.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    With that out of the way, go to your right and enter the door. Run around
    first in 2D to defeat all visible enemies, and then 3D, then travel by way
    of moving platforms to the door above you on indestructible blocks on the
    left of the door you came in from. Here you'll find another stone telling
    you to look at it in 3D, and when you do it tells you to hit both the Minus
    button and the 1 button on the Wiimote when you're on a distant blue
    platform. Let's keep this one in mind. Go back through the door and head
    right, onto the spring and then from platform to platform to the other door.
    In this area, run to the right to find a...blue platform? Why, that isn't
    distant at all! Nonetheless, hop on and simultaneously press both the Minus
    and 1 button on the Wiimote to trigger the next scene. Jump over to the
    right and hit the star block to end the chapter.
    
    =============
     CHAPTER 1-4
    =============
    
    ---YOLD RUINS---
    
    Start off by running down the steps and defeating the lone enemy so that you
    can walk through the door. Here you can defeat the shelled enemies by
    jumping on them and hitting them into the sand. Then run over and hit the
    item block for a quick ten health point heal, and if in danger of the fire,
    go into the third dimension. Switch back and jump from the item block to the
    indestructible blocks above and to the left and right of it. The left side
    has two enemies, the right side one, along with a ladder. The ladder leads
    to a Life Shroom, always a good plan. Head back up the ladder and back down
    to the ground floor, heading right and through the door.
    
    In this room, head into the other dimension just to make your life easier
    and run past all of the twirling fire until you reach the end of the room,
    which holds both an enemy and arrow block. Defeat the first and hit the
    second. Since the door you passed on the way through was locked, you need to
    enter 2D and jump on the arrow block you just hit to enter the door in the
    air. The obstacles in this room are obscenely easy to avoid rolling spiky
    stones that bounce off one another. Either use the third dimension or just
    jumping skills to bypass them and get to the ladder, which leads to a chest
    holding the key to the door we just passed. Leave the room and go to unlock
    that door, entering it after doing so.
    
    Save, and defeat the nearby enemy. Use the middle path of coin blocks and
    indestructable blocks to pass through the sand, though you can pass under
    the blocks and through the sand if you're constantly jumping, though the
    coins you'll get from the coin blocks really aren't worth it. Past that,
    either jump or change dimensions past the rolling spiky stones, and then
    defeat the stone spitting enemy in 2D past it. Since this door is locked
    on the ground level, time to look for new options. Change dimensions to
    reveal a coin block that you can jump on to reach the top door. Enter it.
    
    The goal in this room is to hit the blue switch. Do so much the same way you
    did when you got Thoreau, grab the enemy and throw it in midjump to hit the
    blue switch. I suppose you could also do some serious powerleveling in here,
    since the enemy is respawned upon defeat constantly, but that seems just
    incredibly boring so I didn't do it. Have...fun? Anyway, leave the room. You
    will now see that the mass of indestructible blocks above the sand lake in
    the room had hid a key. Use Thoreau's grabbing abilities to get it, and then
    unlock and enter the locked room.
    
    In here, it appears that there is no way to reach the hovering door. If you
    try and use Tippi's Wiimote search, however, you can reveal a platform below
    the door you can activate by clicking upon it. Enter the room. Change into
    3D here, and run left until you see a crevice in the wall you can enter.
    Jump in and you'll find a key that had previously looked like it was trapped
    by indestructible rock. But you're not done yet! Head over all the way to
    the right and change dimensions yet again, and you'll reveal a path leading
    to a chest that holds the Buzzy Beetle card, not to mention two of the very
    same enemies in the 3D dimension. Defeat them and go back through the path,
    unlocking and entering the locked door. Use the spring to get to the ledge
    on the left, and then change into 3D to find a ladder. Climb it. Run right
    and hit the blue switch to trigger an avalanche of spiky balled attackers.
    Run back left and onto the large red switch, this'll let the floor out from
    under them so you now have a platform to get into the hovering red door.
    
    Once inside that door, change into the third dimension and look at the
    numbers on the sides of the blocks, and then hit them in 2D in whatever
    order said. This will create a staircase for you to climb, at the top of
    which there is a blue Shroom and a save point, grab the first and use the
    second. Enter the pipe. Go right from where you start. After what's
    obviously not going to end as well as it seems, due to the Count's minions
    mischief, a boss fight begins.
    
    +-+-+-+-+ BOSS: Fracktail +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: ??? *18?*
    AP: 1
    
    Fracktails may have started off hilarious with his great computer dialect,
    but the clever wordplay and the whatnot stops here, as he flies, and can
    swoop down with that big mouth of his to eat you or some such. The horn on
    his head is his weakpoint, but you can't hit that quite yet. Dodge his
    first attack, and when he heads straight at you in the third dimension,
    dodge the head and jump aboard the body afterwards. Once on, run to the head
    and wait for enemies to appear. When they do, grab them with your Pixl
    Thoreau and hit the glowing part of the antennae with it. Do it as much as
    possible until you're blown off by wind, then repeat until he's dead.
    
    E-mail Note: At the end of chapter 1-4 when you are trying to defeat 
    Fracktail, you can jump from the back of his body onto his head as you are 
    being swept away by the wind. - Frank Weisbly
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Go through the door afterwards, and run down the steps, you'll start talking
    to a spirit named Merlumina who'll soon delve into her ancient love life,
    boring Mario to sleep. More importantly, at the end you receive a Pure
    Heart. So ends Chapter One!
    
    ============================================================================
    -----------------------------=== CHAPTER 2 ===------------------------------
    ============================================================================
    
    Section 2.2: Chapter 2 (SPM002)
    
    ---PEACH---
    
    You'll wake up here as Peach, after learning a bit more about the Count's
    plans. You're supposed to follow the Private here, so run to the right and
    open the door. You can jump normally and use your parasol to hover a bit.
    You can also use it to cover yourself by pressing down on the d-pad. Go
    through the door. You'll watch another quick little scene here, and then
    you should jump off the ledge and go left, as the door to the right is
    locked. Enter the door on the left. Here you'll find another two doors
    down the steps, but the one farthest left apparently has a good deal of bad
    guys behind it, so go through the middle door. Go left and watch another
    cutscene, along with some mysterious backstory of someone, and you'll be
    back as Mario.
    
    ---FLIPSIDE---
    
    You're told to go and talk to Merlon, who you'll run into two levels down
    from where you started, near his house. Save with the save block next to his
    house, and then go in. After a bit more talking and an interruption, leave
    the house and follow Merlon and the lad up an elevator, and then run left.
    How convenient! The girl they were talking about is Peach!
    
    You'll soon be told to run down to the first floor to get some to help heal
    Peach, so go down one elevator, and then go down the one that wasn't
    functioning the last time you were there. Enter the middle building when
    you're on the first floor. Talk to the women inside, and she'll require a
    Fire Burst. You should already have one, so give it to her. If you don't,
    run up a floor and buy one in the shop there. Anyway, once you've given her
    the Fire Burst, she'll make you the Spicy Soup. Run back up to Peach and to
    Merlon, and try and talk to Peach. You'll be prompted to choose something,
    and pick the Spicy Soup.
    
    Before long, Peach has joined your party and you've got an Old Key. You're
    told that it'll work real close to Merlon's house. Well, once you're out of
    Merlon's home, switch over to Mario and change dimensions, you'll see a gate
    that's locked right in front of you. You'll also likely see a sign that has
    some statistics about your gameplay so far next to Merlon's house. Unlock
    the gate and go through, you'll find some nonfunctional elevators and a pipe
    that's blocked off by bricks that you can't destroy at the moment. To move
    on, go 3D again and follow the path leading right, and then go right and
    enter the pipe.
    
    From the pipe, run towards the screen, and fall down the gap. Open both
    chests and take both cards, then use the spring to go back up. Jump over the
    gap and flip dimensions, following the arrow to the right path that isn't
    visible normally. Here you'll want to flip dimensions again and head left,
    jumping up the block furthest left and then going 2D again so you can read
    the sign. The gist of what it's trying to say is use Peach to get to the
    Heart Pillar. There is a pair of enemies on the ground you might want to
    defeat first, but from the ledge with the sign jump off and use the parasol
    to hover from one block to the next, until you're at the Heart Pillar.
    Change back to Mario and place the Pure Heart in it's resting place.
    
    This'll trigger the revealing of another door, next to the first at the top
    of Flipside, so backtrack back to the town. When here, save, go use the
    building's elevator to get to the orange door, and enter it.
    
    =============
     CHAPTER 2-1
    =============
    
    ---GLOAM VALLEY---
    
    Run right, defeat the enemies and hit the coin block, then change
    dimensions. You'll see both another enemy and a trail of coins. Defeat one
    and grab the other, and then switch over to Peach. Jump on the highest
    platform and then use the parasol to reach the other edge, and then back
    to Mario. Change dimension to defeat an enemy, then change back to grab
    some coins. Next you need to jump over some moving platforms, and the
    Cheep-Cheep there can be defeated using Thoreau's throwing abilities. Once
    you're back on stable ground, change dimension to reveal two arrow blocks.
    Hit both and go back to 2D, you now have a way to get to that high platform.
    Run right first to defeat the enemies there, and then jump from platform to
    platform until you reach the pipe at the end. Enter it.
    
    Defeat the three enemies in here to reveal a chest with a key. Leave the
    pipe area and drop down to the locked door. Unlock it and go in. Hit the
    item block for more guardian pals, and then run across the screen, defeating
    all of the enemies. Change dimension then to defeat all of the 3D enemies,
    and then change to Peach. Jump on the pipe and use your hovering abilities
    to reach the high ledge. Now go up the red transport and jump from ledge to
    ledge, and if you want defeating the flying red Koopa's along the way, until
    you reach the pipe. Switch to Mario and enter it.
    
    You're in the background now, so jump over the gaps to the right and keep
    going until you can hit the blue switch. Once you have, come back to the
    game's forescreen and run over to the new door. Enter it. Here, just jump
    up to the item block visible and hit it to release the star that makes you
    gigantic. Grab it and use it to crush everything in your way. Hit the save
    block at the end and enter the door.
    
    In this part, hit the item block for a Slow Flower, which will slow down
    time and triple points and coins. At the end of the lake is another block
    with the item that makes coins fall from the sky. Defeat the enemies in the
    lake and then travel back across it, jumping up to the first ledge using
    the item block and then switching dimensions, revealing an arrow block you
    should hit. Do so and change back, jumping on it to a green ledge holding a
    good deal of coins. Jump off at the end and to the right of the pillar of
    indestructible blocks before the pipe, jump to reveal an invisible coin
    block. Enter the pipe. In here, use Tippi's Wiimote pointing ability to
    reveal an invisible blue block. Jump underneath it normally to hit it, and
    to reveal another pipe you should enter.
    
    In here is a very annoying enemy that splits itself constantly. Defeat it
    however you'd like, though using Thoreau to grab him is a good plan.
    Defeating the original defeats all of the clones. Defeating him reveals a
    large chest. Open it for a new Pixl pal, Boomer! He'll ask you a series of
    interesting questions to which your answers don't matter. He's basically the
    exploding bomb, so use him on the crack to reveal a small chest with a card
    in it. Leave both pipes after acquiring him. Go right and defeat the two
    visible enemies, and then defeat the two 3D enemies. Use Boomer to destroy
    the bricks obscuring the path to the doors in the air, and then jump up and
    enter the first.
    
    In here, defeat both enemies inside with Boomer, and leave. Go to the second
    door and enter it, doing much the same, using Boomer to defeat the enemies
    and leave. Enter the third door, defeat the enemy, and then go 3D. You'll
    see a hole in the floor, jump down, grab both trails of coins, and then
    jump down again. Leave and you'll find yourself outside of the second door.
    Go to the fourth door and enter, defeating the enemy and jumping down the
    hole, which might have brick blocks over it that you would need to destroy.
    Hit the blue switch and then drop down again, leaving once you've done so.
    Your efforts have revealed a yellow door on the last platform past the
    fourth door, so enter it.
    
    Here you want to defeat both cloud enemies, being wary of the sleeping gas
    they spit at you, and then change into the third dimension. Here, you'll
    want to jump down the hole there, and you'll fall onto a spring. There's
    two chests down here, both holding cards, one of which is the card for the
    bat-like Swoopers that are attacking you now. Grab both cards and defeat
    both Swoopers and then use the spring to go back up. Hit the star block at
    the end to finish the chapter.
    
    =============
     CHAPTER 2-2
    =============
    
    ---MERLEE'S MANSION---
    
    Start off by changing dimensions, it'll show you a path through the hedges
    that hide a coin block. Change back and then run to the right, past the
    mansion to a lone block. Jump on top of it and jump again, and you'll hit an
    invisible block ladder that you should climb to reach two brick blocks. On
    top of those blocks change to Peach, and jump from there to the left and
    hover across, you'll land on the roof of the mansion, which holds an item in
    a chest. Change to Mario, and go 3D, you'll likely fall off the roof and
    onto the balcony in front, on which rests another chest, this one holding a
    card. Open it, drop down, and enter the mansion.
    
    The enemies here won't hurt you, but they will throw you out if they catch
    you. Jump past them and past the crystal ball, which you can't do much
    about. Go 3D and you can see past the curtains to a door, which you should
    enter. Here you'll find Mimi, who works for Merlee. I know I'm fooled. But
    beyond that, on the ground floor you'll find a rather nastier version of the
    enemies in the first room, along with four door and another locked door.
    Mimi will tell you that Merlee is in the last room on the second floor. She
    also warns you, rather crazily, not to go into any of the other rooms. Well,
    that'd just be stupid! So, obviously, go into the first room on the ground
    level.
    
    Now, both you and I know that this is a trap. But hey, why not. Follow the
    Shroom until you fall down the hole, and then defeat the enemies. Now, the
    way to get back up is to use Boomer's delayed explosion to trigger the red
    switch, allowing you to enter the pipe that appears. Leave after doing so.
    Now, go up to the second floor via the hovering stairs and you'll find yet
    another obvious trap: a Shroom on a chain. This time though, if you hit it
    in midjump, you'll actually get the Shroom. Of course, you fall down again,
    but all you have to do to trigger the pipe is defeat the enemies inside. For
    the last room before Merlee's, you'll see a trail of coins. But wait! Go 3D
    and you'll find even more coins lurking behind the original trail. Collect
    most of them and you'll eventually fall down another trapdoor. Defeat the
    enemies down there and use Boomer again to trigger the red switch so that
    you can leave, this time jumping over where the hole in the floor was for
    the rest of the coins. If you want, you can jump directly on top of the
    coins above the trapdoor to collect them too. When you've got them all,
    leave and enter Merlee's room.
    
    Why, she isn't here. Go to the other end of the room and hit the green
    button to trigger ANOTHER trap. This time, spikes are falling down from the
    ceiling in an antagonizing long fall. Wait until they get close, and then
    change to the third dimension, which will let you jump on top of the spike's
    holding platform, rendering you safe. Stay near the other end of the room
    as you rise and you'll be able to hit an item block holding a Shroom when
    you're at the top. Then go all the way left, jumping from one platform to
    the next and then using Boomer to clear a path through the bricks. Go 3D
    here now directly against the indestructible blocks, and you'll see a
    winding path that you should follow to a chest, provided you have to destroy
    another set of bricks with Boomer and get around more indestructible blocks
    in 3D. At the end, the chest contains a House Key. Once you have it, go 3D
    so you can jump to the floor more easily and leave the room.
    
    Talk to Mimi when you get down to the floor, she'll tell you to keep on the
    look-out for her. Run right and go 3D to avoid the big pet, but he can still
    get you, so watch you. Unlock and enter the door, and watch as the big pet
    goes and attacks the maid, Mimi. Delicious. Enter the room and hit the star
    block to end the chapter.
    
    =============
     CHAPTER 2-3
    =============
    
    ---MERLEE'S MANSION---
    
    Run forward and break the vase atop the block however you wish. Mimi will
    come out and whine about it, then tell you to repay her for the one million
    rubee's it cost. Hey, at least you got the coin from the block! Well, run
    into the room on the ground floor so you can save. Now use the coin block to
    reach the next ledge, and if you want, switch to Peach and hover over to the
    other ledge. You'll find some prisoners, one of which is a Shroom addict and
    the other wanting to sell you info for 100 rubees. Since you don't have any,
    turn him down. In here is a block that contains a Shroom in it, but since it
    costs ten rubees each you can't get that yet either. Leave and switch back
    to Mario, going 3D. You'll see an arrow that directs you to a previously
    invisible chest. Open it for your newest Pixl helper, Slim, that lets you
    turn sideways in both the normal and third dimension. Cool. Now, go back to
    the other ledge and go 3D on this ledge, you'll see a wall of bricks that
    you should destroy with Boomer underneath the middle ledge. Behind the wall
    of bricks is a small room with a chest containing a card inside. Grab it and
    leave, going up to the next floor. Enter the first room.
    
    In this room, you can earn rubees by hitting a block while avoiding a moving
    electrical ball underneath you. It takes an incredibly long time to get much
    of anywhere with this though, so stop when you've got 110. Leave and go
    back down to the room with the Shroom you can buy. If you've got a lack of
    health, buy yourself a Shroom, and then buy the hint from the guy on the
    left side of the room. It's the code to the VIP room! Go up and unlock it,
    it's 5963 in case you forget, and enter the room. Inside you'll find some of
    the prisoners running in gerbil wheels, also powering the building. Talk to
    the warden there and she'll let you in one of the wheels, and simply run for
    about three or four minutes. Stop and she'll let you out, and if you have a
    good 10,000 rubees, you're good. If you don't, do a bit more running, it's
    much faster than the previous method. When you have the 10,000 rubees, go
    into the room farthest to the left and enter. Go 3D inside and you'll find
    somebody hiding there, pay him the rubees to learn the passcode to another
    VIP door, 41262816. Now leave the room and go 3D, again following the arrow
    towards the screen to enter another secret room above where you got Slim.
    
    Hit the block here to create a ladder you can climb to another passageway.
    Here you'll find another prisoner that mentions that being thin is the way
    around the set of lasers in the way. This is true, use Slim's ability to be
    on your side, and wait for the first laser to pass you, and then run to the
    right, and wait for the second laser to pass you, taking care to not be at
    all moving, and then continue to the door. Remember, the code is 41262816,
    and when you've entered it go through the door. Rubees! A million of them!
    Why, that's nice! Now, go down to Mimi's room, same one as the save point.
    Walk in, save, and talk to her, and tell her you're there to pay off the
    loan. She explodes, moving on. Hit the star block after that's over by using
    Slim to get through the bars in 3D, and end the chapter.
    
    =============
     CHAPTER 2-4
    =============
    
    ---MERLEE'S BASEMENT---
    
    After a message from Merlee, run down the stairs, go into 3D mode and run
    around the stairs to find an item block with a Shroom inside. Run back and
    hit the save point, and then go in the door on the left. Defeat the Boo's
    here, and note that you're in room one. Enter the next room, room three, and
    defeat that enemy, along with switching into 3D so you can hit the four
    arrow blocks hidden there. Enter the room on the right to be in room two,
    which is also the room that was next to the save point. Grab the coin and
    avoid hitting the block on the right, it's a zombie Shroom, which will hurt
    ya.
    
    Go in the upper right door to enter room four. Jump down and grab the coins
    from the blocks while avoiding the invincible enemy reminiscent of the
    Legend of Zelda series. Enter the room on the right. You're now in the room
    that had been led to from the upper left corner door in the room with the
    arrow blocks. Now go 3D and you'll see more arrow blocks in the air, with
    more above them. Hit the first four and then stand on top of them, and go 3D
    and jump quickly before you fall to trigger the last two. Jump from there to
    the ledge and you'll see Merlee. She'll say she'll give you the Pure Heart,
    but first you have to give her a large sum of rubees. Hmm. Refuse each
    offer, for no reason other than learning about the infamous Breadward Pixl,
    and you'll soon see the real Merlee appear, confirming our suspicions that
    this Merlee is a fake.
    
    You'll soon be on the run from Mimi's true form, and first thing to do is
    leave the room. Go down and run around the rooms for a bit, and then return
    to the room where you met the fake Merlee. She should be gone now, so enter
    the door that was behind her. In here, room five, defeat the attacking
    enemies and go to the right as far as possible. You should see a small gap
    in the ground you can go through using Slim. Do so and enter the door you
    will fall in front of, into room six. Here, defeat the enemy using Boomer,
    and then go 3D to jump from the coin blocks to the blocks the doors rest on.
    Go through the door on the right to enter room eight, where you should
    defeat the enemy and blow up the sign to reveal a passage with a Shroom
    Shake at the end of it. Go through the bottom left door afterwards.
    
    Now in room seven, defeat the Boo, and jump to the northeast corner, where
    you can blow up the wall to show another passageway that leads to a door.
    You're now in room nine. Defeat the two enemies quickly and turn 3D to
    reveal arrow blocks you can use to reach the top levels. Enter the room
    in the upper left corner. In here, there's a giant Boo. Now, don't move. If
    you're facing it, it won't move, and you can use Tippi's Wiimote pointing
    ability to look in the far low right hand corner and you'll find something
    that turns out to be invisible stairs that Tippi makes visible. Hustle up
    those stairs and go through the door. Even though you may seem an item block
    and a save block, you're not safe yet! Go 3D fast for another Shroom hidden
    from sight, and then run into the female bathroom, the male bathroom just
    has a joke written inside a stall, and make sure you've saved first! Open
    the stall door the third from the left and out will pop the real Merlee!
    
    But wait, a mystery, two Merlees'! A game show setting starts and you're to
    ask the Merlees' five questions. Ask whatever you like, it doesn't matter
    what you choose. You should be able to tell just by looking which is real,
    and which is fake, but if you don't want to figure it out for yourself, the
    real Merlee is the one with flies flying around her, since she spent so much
    time in the bathroom. The questions hint towards her being the real Merlee
    anyway, though. Choose her, and the fight begins!
    
    +-+-+-+-+ BOSS: Mimi +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ??? *36?*
    AP: 1
    
    Mimi, in her spider form, likes to run around the walls and throw rubee's
    at you that are really easy to dodge. You're more likely to be damaged by
    just running into her. Once you've hit her once, you've basically won. Don't
    give her a chance to recover, and jump over the rubee whip she uses from
    the ground, and you've won, just keep jumping on her head.
    
    E-mail Note: Just so you know, I just fought Mimi, and I counted how much 
    damage it took me to take her out. Heres what I think it is:
    6 damage to take off a leg * 6 legs = 36 hp - Chibi Moogle
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Afterwards, you'll get a third Pure Heart and be told that the party will
    likely be joined by two others pretty soon here. Interesting stuff.
    
    ============================================================================
    ------------------------------=== CHAPTER 3 ===-----------------------------
    ============================================================================
    
    Section 2.3: Chapter 3 (SPM003)
    
    ---CASTLE BLECK INNER SANCTUM---
    
    More comedic mishaps from the Bleck Troupe. Important news: Dimentio, the
    third and most likely best of Count Bleck's minions, is dispatched to defeat
    the hero that's causing them all of this trouble, you. You'll also receive
    another insight into the state of poor Bleck's heart, or so it appears.
    
    ---LUIGI---
    
    Finding yourself in the same state that Peach was in, you'll have a brief
    chat with some more rogue troops of Bowser's, this time it's Goombas. Once
    you can move, go left and go through the door. Go left and down the stairs
    again, and enter the door. Once again, left, pass through the door. And
    yet again, left, hey, wait, no door. Rut ro. Not only that, but Gary has
    been converted to Bleck's side. Not Gary! But not only that, but Gary's
    Goomba friend has left for you for the winning team too! Crap! Everything
    that ever involved Luigi is self-demeaning and possible damaging to your
    ability to function in the outside world. Anyhow, more text from the
    unknown, but now we know that it's likely Count Bleck's memory.
    
    ---FLIPSIDE---
    
    After finding out that Luigi might actually be important *shudder*, it's
    time to find the place to put the third Pure Heart. Run down to Merlon's
    house, and then go 3D like you did last time, and cross the gate. Go out to
    the outskirts and past the walkway, then right and into the pipe. Run all of
    the way to the left, use Boomer to blow up the bricks covering the pipe, and
    then enter said pipe. Defeat the two enemies, ignore the pipe for now, and
    go 3D at what seems to be a wall. You'll see a thin gap there, use Slim to
    wiggle on through that hides the third Heart Pillar, and press up to put the
    Pure Heart in it's place. A yellow door leading to the next area appears.
    
    Get back on over to Merlon's place and save, and then head down to the first
    level. Go to the right and blow up the crack in the wall, and then pass
    through the hole by going 3D. Back here are some citizens and my favorite,
    the town card shop. You'll notice a strange sparkle and side effect
    inbetween the first building and the card shop, but we can't do anything
    about that right now. Go back to the front of the first floor and take the
    elevator down one more. Now, jump in the water to the right and swim down,
    right, and up to find Flimm, a salesmen. His prices are sometimes good, and
    sometimes terrible, so be a cautious buyer.
    
    Swim back and enter the building close to you and you'll be able to learn
    some backstory from the bartender for ten coins a pop, so it's up to you if
    you think it's worth it. There are two practical tips, however, one about
    treasure and the other about the Pit of 100 Trials, which we'll touch on
    later. Now, flip to 3D and run towards the screen, you'll find a golden 
    pipe. Enter it to find the arcade. 
    
    It's the average arcade area, change some coins into tokens, build up your 
    tokens through successful mini-game playing, and then cash them in for some 
    really good prizes, including two very expensive items that function like a 
    level up, either increasing your health or your attack points permanently. 
    Fun stuff. Leave when you're done.
    
    You can also access the Flipside Pit of 100 Trials now, but we'll leave that 
    for later. If you want to take a shot at it now, scroll down to the Pit of 
    100 Trials section.
    
    Leave and change to 3D, and you will be able to see a chest hidden in a 
    corner of the wall. Jump over the water and grab it, it's the 'InterNed' 
    card, who you might recognize from the game show we just had with Merlee.
    Take the elevator down now. You'll find a save point and an unscalable wall
    of blocks. Keep this place in mind for now, and go back up to Merlon's home,
    and from there go to the yellow door we unlocked after saving.
    
    =============
     CHAPTER 3-1
    =============
    
    ---THE BITLANDS---
    
    After a rather interesting series of events, you'll want to run over to the
    talking bush and try to speak with it. You'll get some tips, how nice, but
    the Pixl won't be joining you for the moment. Go right and hit the blocks
    for some coins, using the block next to the first tall pipe to jump over it,
    and now you're in the middle of the two pipes. Defeat all of the enemies
    there, the Piranha plant you can destroy using Boomer. Continue on over the
    next gap and go 3D to get past the tall pipe, taking care to hit the arrow
    block so that it's 2D visible now, and jumping from the arrow block to the
    top of the pipe, where you can hit another block to create a ladder. Climb
    it and enter the door at the top. In here, you can go left to find some
    pipes, the taller of which leads to the background of the screen to
    a Catch Card SP, and to get to that taller pipe, jump using Peach and hover
    over to the taller pipe from the smaller pipe. When done with that, go back
    to the door, but don't enter it.
    
    E-mail Note: I found a Piranha Plant Card here!!! You climb back up the vine 
    block that has a door in the sky with some blocks under it and using 
    Princess Peach, jump as far as you can to land on the long colored blocks, 
    then the last purple one will lead to some brown blocks. On the brown blocks 
    you will find a treasure chest and in it is the Piranha Plant card. - 
    Beronica
    
    Go right and hit the item block for the star that makes you huge and deadly,
    and then run right with it, you'll likely end at another door on the far
    right. Enter it. In here, watch a short bit that has a Koopa doing much the
    same that you did with said star, and then chasing you. Run left until you
    see an item block, hit it and grab the star so that you can defeat the enemy
    Koopa, and then continue right to defeat more enemies. At the end you'll see
    a sign and a blue block, read the sign to learn that you're supposed to fall
    between the red pipes, and hit the block so that you can go back through the
    door.
    
    When here, go left until you get to the previous door, and again go through.
    Here, jump down and go right, past the aforementioned red pipes and the hole
    and eventually to the green pipe at the end, past a good deal of enemies
    and a slimy enemy you'd do well to avoid, if you touch it, you're sent back
    to Flipside. Use an item or Boomer to defeat it, and enter the pipe at the
    end. Run left and enter the first pipe you see, inside you'll find an item
    and another enemy that splits itself constantly. Stand on top of the chest
    and wait for the original to get within range, and then jump and defeat it.
    This will trigger the way out, another pipe. Leave, and switch to Peach.
    Jump and hover left, and you should make another hill in the background. Do
    so again and you'll be at a hill with another item on top. Go back to the
    first pipe and enter it to return to the foreground, and then switch to
    Mario.
    
    Run left and when you get to the red pipes, jump past them, one last time.
    Go back up the ladder you made and at the top, switch to Peach. Jump off and
    hover over, and if you're lucky you'll land at the pipe over the hole that
    is between the red pipes. Easy way to do it, jump right next to the ladder
    and start hovering, and you should land directly on the pipe. Enter it to
    find yourself in a room quite similar to the warp pipe room in the early
    Super Mario Bros. game. If you don't want to get past it the easy way, you
    can leave by either the pipe you entered in, or you can go 3D and take the
    stairs visible to go up and over, back to the normal game.
    
    The middle pipe will lead you to the same destination as the pipe in the
    normal game progression will take you, that is, the pipe you'd enter if you
    had jumped inbetween the red pipes and gone through the cave without going
    above the level. The difference here though is, while the normal pipe takes
    you to the start of the area, where the middle warp pipe will take you to
    the middle of the area, which also has a save point above it. The last pipe
    will take you to a room with a number of coins inside, and if you go 3D, a
    hiding chest will be revealed too, and it holds a card. Leave through the
    pipe you entered.
    
    Now, if you want to go through the cave, here's the way: After falling
    inbetween of the red pipes,  run right and defeat the Goombas, hitting the
    blocks for some guardian pals and coins. You can change to 3D if you want
    here, for easy navigation through the brick piles, and past them is a few
    Goomba's, and an interesting configuration of bricks. If for some reason you
    want to go above the level now, break the two bottom bricks in the most left
    hand column of the formation, leaving one to jump on and one in the original
    column, and from there jump to the top of the formation. Now, jump above you
    to destroy a number of bricks there, and once you've broken five or six, try
    and run and jump through the gap, and you'll likely succeed. If you don't
    want to do that, don't. Don't bother hitting the topmost brick on the most
    right hand column of the formation, it doesn't give you a star like in the
    original game, it gives you a hostile zombie Shroom.
    
    Move past the brick formation to find a few pipes. Defeat all three Piranhas
    using Boomer, and then go down the first one. Flip to 3D to find a Catch
    Card SP, and then switch back to collect the coins. Leave the pipe when you
    are done. Jump over the rather long gap here and go up the steps, awaiting
    an opportunity to jump from one moving platform to the ground. Here, defeat
    the red Koopa and hit the bricks for a Shroom, and if you want to bypass
    half of the next area, ride the platform up and jump over to the top of the
    stage, if you don't want to, just enter the visible pipe. The goal here is
    to sprint over to where the second pipe leads, and hit the save point when
    you get there. Run right some more and defeat the two Koopa-like enemies to
    go by, making sure to avoid their constantly back-and-forth moving shells.
    Eventually, you'll be stopped and yelled at. Just run up and jump onto the
    fortifications, defeating the enemies like normal, and continuing on. The
    next fort you'll have to time your jump aboard, and you are on it, bypass
    the Bullet Bill-emitter to defeat the Hammer Bros. Then use Boomer to
    destroy the cannon behind you. Up here, you can't jump onto the fort, but
    you may notice that red X the Pixl early in the level mentioned. Use Boomer
    to blow it and the fort up.
    
    +-+-+-+-+ BOSS: Bowser +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ??? *20?*
    AP: 1 or 2 *depends on attack*
    
    It's not too easy to defeat Bowser here, but if you're patient, it'll work
    out just fine. Jumping on Bowser hurts you for one health point, so the
    goal here is to lay down Boomer, and lure Bowser over within the explosion
    range. Hit him with four explosions and he's done. He attacks by trying to
    jump on you, and by breathing fire, the latter of which deals two damage
    and will prematurely detonate Boomer if he's caught in the flames.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Afterwards, Bowser's on the team! Just one more hero and we've got them all.
    Anyway, run over and hit the star block to finish the chapter.
    
    =============
     CHAPTER 3-2
    =============
    
    ---THE TILE POOL---
    
    Ooh, the token underwater level! Everybody hate... uh, loves these! Swim
    right and grab the coins, and a bit farther right to hit an item block that
    holds a happy flower, which spews those floating coins you might remember.
    After that, go 3D to see hidden coins below the item block, and a path that
    is littered with coins through the wall. Go through, and if you'd like,
    swim back under for more coins, but be careful of the strong current trying
    to pull you under. Go right again and 3D to find more coins hiding behind
    the original row atop the L-shaped block formation. Now go right and swim
    through the passage, using Boomer or your 3D abilities to defeat/avoid the
    enemies also swimming there. Once through, swim all the way right and hit
    the save point, then go 3D and enter the area around the pipe, switching
    back to 2D so you can enter the pipe.
    
    Here, swim past the first tentacle that flails about hidden underground,
    and then change dimensions right above the whirlwind, and you'll see another
    passageway filled with coins. Go through it and then down and right, past
    another tentacle, another whirlwind, and yet another tentacle, this one
    coming from the ceiling. At the end, you'll be able to read a drawing that
    states: Up, down, down. Swim back to where you exited the coin passage,
    and this time go up and out of the water. Go 3D here so you can see and
    open the hidden chest containing a Gold Bar. Enter the pipe.
    
    The idea here is to run right, using Boomer or Bowser as you see fit to
    defeat the Goombas with spikes on their heads, and then swim down the
    passage, avoiding the enemies as best you can until you can get to the door
    at the end of the trail, enter it. Defeat all four enemies in here however
    you'd like, though I suggest using Boomer. For the two Cheep-Cheeps that are
    too high for the explosion to reach them, though, try using him atop of the
    yellow pillar and exploding him when they get close. After all of the
    enemies are defeated, a large chest appears. It holds your new Pixl friend,
    Thudley, who allows you to ground pound. Hit the yellow pillar to open the
    door, and leave.
    
    Out here, go back left and up, back to the pipe, and enter that. Backtrack
    until you reach the upside down pipe here, and enter that, being cautious of
    whirlwinds and tentacled attackers. Go 3D out here to get out of the box,
    and then save your game. From there, go left so that you're at the first
    trio of yellow pillars, and ground pound the latter two. First the second
    trio of yellow pillars, ground pound the middle pillar, which will reveal a
    door. Go in. Here, you just want to go 3D and avoid the whole mess of
    enemies by swimming past them, simple enough. You'll soon be stopped by
    some talking. Uh oh, boss fight!
    
    +-+-+-+-+ BOSS: Blooper +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: ??? *18?*
    AP: 2
    
    Man, he's huge. Er, anyway, the thing you want to do here is avoid the
    attacking tentacles when they've got blue circles on their palm, but if the
    circles are red, then ground pound them from above. Hit it three times to
    defeat him.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Once that's out of the way, swim right and enter the pipe there, and then
    run right and hit the star block to move on to the next chapter.
    
    =============
     CHAPTER 3-3
    =============
    
    ---THE DOTWOOD TREE---
    
    This part of the stage is real simple. Climb up the tree, using platforms.
    Important things to note include when you can't seem to go up any higher
    early on, go 3D at the highest point to reveal two arrow blocks you should
    hit, and then you switch to Peach to first glide right, and then climb up
    a platform and then hover left. Switch over to Mario, now, to defeat the red
    Koopa here, and the go up to the next platform, where you will need to
    ground pound a yellow pillar to reveal the next platform. From there, climb
    on the new platform and then the next, going 3D here to reveal a platform
    of bricks that lead to another platform with an enemy crawling on it. Keep
    climbing up and when you're at the top, you'll see that the door is
    covered in tree bark. So go down a few platforms until you can see on the
    far right a lone block sitting there, jump from the platform to the lone
    block, and from the lone block to the yellow pipe, which you should enter.
    
    Go 3D here, you'll get far more coins that way, and then leave the pipe.
    Now, run back up to the top of the tree and switch to Bowser, using him to
    breathe fire and burn away the bark. Enter the door. In here, run over to
    the yellow platform, jump on, and then jump onto the higher ledge, and you
    follow that up by entering the yellow pipe. Save, defeat the enemy in 3D,
    and then lay Boomer next to the blue switch and run towards the yellow pipe,
    entering it. You should be able to see now the effect of the blue switch
    being hit, as there is now a pair of pink platforms for you to climb. Go up
    them, taking the time to defeat the enemy, and then hit the switch, so now
    there is a blue platform for you to leap onto so you can get on the moving
    yellow platform.
    
    Get on the next moving platform when possible, and then jump left, not up.
    You'll land next to a yellow pillar, ground pound it to make a ladder to the
    currently blue switch appear. Climb down and hit it again to make the pink
    platforms reappear, and then climb up it and jump on the moving yellow
    platform again. This time though, jump up. Here, jump on the pink platform
    and be careful to avoid the spells the Crazee Dayzee throws at you, and then
    jump onto the ledge. From the ledge, jump onto another yellow moving
    platform, and from there, on the last ledge. Go into the other dimension to
    reveal a yellow pipe you should enter.
    
    In here, switch your Pixl to Slim, and go sideways. Take it slow, running a
    bit across the spiked floor, and then stopping soon enough so that you're
    invisible by the time the spikes come back up. At the end, hit the pink
    switch and go back the same way. Now, outside, there's a blue platform for
    you to jump on. Do so, and avoid the attack by the Crazee Dayzee. Run up
    and above the blue switch, and drop Boomer in the hole on the spikes to
    trigger it. Now, drop Boomer again, and go as fast as you can up the pink
    platform and onto the ledge. Now go on the blue platform onto the two
    moving yellow platforms, and over to the left ledge, where you should enter
    the yellow pipe.
    
    Now, this seems like an impossible situation. The yellow pipe leads directly
    below a spike wall, which would stop you anyway even if it was a normal
    wall. The solution again is Slim. Go invisible by standing still on the
    moving platform and you'll go right through the wall. Drop down to the
    bottom and hit the blue switch to make a pink platform appear, cutting off
    your mode of escape. Hit it again to make that disappear, and then lay
    Boomer next to it, and get out of the area before the pink platform appears.
    Get past the spike wall the same way as before, using Slim, and leave the
    room.
    
    Wait for the yellow platform to appear to the right, and then jump from it
    to the ledge on the right. Jump onto the pink platform, and then go 3D and
    jump up and to the left. Go 2D, and hit the blue switch to create a door
    above you. Now go 3D and edge as far close to the screen as the size of the
    ledge permits, and then switch the Pixl to Thoreau. Throw him at the item
    block on the left and he'll release the blue Shroom inside. Follow it down
    and grab it, then go all the way to the first ledge and enter the pipe to
    get to the top, with the door and the save point. Save, and enter the door.
    
    +-+-+-+-+ BOSS: Dimentio +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ??? *40?*
    AP: 1
    
    Annoying boss. Dimentio likes to hover about, shooting either singular or
    a trio of magic bolts at you. It'll also create a double after being hit.
    There's a couple ways of defeating Dimentio, the easiest of which is to
    just spam items. Next up is jumping on Dimentio when it's close enough to
    the ground. That'll take a while, and most of the time you'll have to choose
    between a double and the real one, so it'll take even longer. Just use
    items, it'll save you a lot of annoyance.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    After that bit of excitement, climb up the platforms, being careful to avoid
    the Spinys' being thrown at you. At the top, jump upon a colored gust of
    wind that's as low as possible and ride it until you see a green pipe, which
    you should jump onto and enter. Go 3D here and run behind the pipe for a
    coin block, and then run back and hit the star block to end the chapter.
    
    =============
     CHAPTER 3-4
    =============
    
    ---FORT FRANCIS---
    
    ***NO GAME-ENDING GLITCH***
    E-mail Note: The pipe in the first room of the castle leads to the basement. 
    So you can get Carrie any time. Before or after entering the codes. - 
    MoaDragon
    ***NO GAME-ENDING GLITCH***
    
    With the gate locked, go 3D to reveal a hidden pipe, and enter it. Down
    here, there's a block and a blue switch way up in the air, use Thoreau to
    throw the block at the switch to trigger it and reveal a chest holding the
    key to Francis's castle. Leave, and then enter the castle, saving when you
    are inside. Hey, no enemies. Talk to the cat if you want and enter the door
    on the right. In here, same thing, go all the way right to the door, which
    you should enter.
    
    Go 3D in here so you can climb the stairs on the wall to the right, but be
    careful on the way up, there's a sort of cannon enemy waiting. Jump over it
    and enter the door on the left. In here, there is a plethora of enemies, so
    be quick about defeating them all, and then use Thudley's ground pound to
    shake the doors loose. Enter the one farthest left, and then go 3D. You'll
    see a number of platforms, climb them up to the top and leave through the
    top door. Here on the castle roof, you'll see a blue switch too high to
    reach. Use Thoreau's grabbing ability to throw the enemy that'll come your
    way before long at the blue switch, triggering it. Now run across the new
    bridge and enter the room. Here you'll be asked a series of questions, just
    answer 'true' to all of them. Now you'll be asked for a passcode. We don't
    have a passcode. Enter in whatever and you'll be dropped below.
    
    Now, you have to use Thoreau to grab the block behind the Chomp-Chomp, and
    then throw it on the red switch, which you yourself jump on also. This will
    bring out a green pipe that you can enter. Now in the new room, hit the
    arrow block and then go 3D, climbing onto the higher ledge. There's a sign
    here with the passcodes we need. Huzzah! Room on right: 2323. Room on the
    left: 2828. Continue right past the sign and hit the blue switch using
    Thudley.
    
    Another new Pixl ally! This one's Carrie, and she'll ask you some questions
    about what you think of Francis. Afterwards, she joins up. She's basically
    a speedy little platform for you to ride on that can go right over spike
    pits, so go left, past the green pipe, to the wall. Get off and go 3D,
    entering the hidden green pipe. Save, you don't want to lose everything
    you've done, and go back right. Get back to where you had to ground pound
    to shake loose the doors, and enter the door farthest to the left again.
    Again, get to where you're asked for the passcode, and give it 2828. Enter
    the new door.
    
    In here, you can get a quick Shroom on the left side, and on the right side,
    by bouncing off the maid inside and hitting the 2 button when you hit so
    that you bounce higher, you can land on the platform holding the chest, and
    the chest has a key. Backtrack to the room where you shook loose the doors,
    and go through the middle door now. Just ride Carrie across the spikes here
    and enter the door, and then give the maid both the answers to her questions
    and the passcode for this spot, 2323. Enter the door for the elevator, and
    ride up to the secret lair, where you can get a blue Shroom this time, and
    another key, same way as last time, using the maid as a bouncing device.
    
    Leave afterwards, and go back to the first room of Fort Francis to save.
    After you've got that covered, go right and enter the hall. Switch to Peach,
    and enter both keys in the door. Answer 'true' to all of the questions,
    like usual, and you're in. You'll soon be in a ridiculous sort of date sim,
    so just answer whatever you'd like, though I think the first answer results
    in the funniest dialogue. Oh, boy, fight.
    
    +-+-+-+-+ BOSS: Francis +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: ??? *28?*
    AP: 1
    
    Francis is an interesting boss, if not very difficult. Since he can disguise
    himself, the best way of locating him is to go 3D so that you can follow his
    shadow's movements. On the other hand, you can just stay 2D and ride around
    on Carrie and wait for him to pop out. That way, you don't have to worry
    about the Flip meter. However you choose to play, the way you hurt him is
    jumping on his head when he's visible, and he has two main attacks. The
    first attack he has is to summon meowbombs, which wander around the room and
    explode. The second is to grab you by his tongue and try to swallow you,
    which you stop by wiggling the Wiimote.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Ah, well, now we've got Tippi, but where's that Pure Hear-Ooh. Why, didn't
    that work out conveniently for all involved? Except for Francis, but nobody
    likes him, so he doesn't count. The fourth Pure Heart is yours!
    
    ============================================================================
    ------------------------------=== CHAPTER 4 ===-----------------------------
    ============================================================================
    
    Section 2.4: Chapter 4 (SPM004)
    
    ---CASTLE BLECK INNER SANCTUM---
    
    Well, a mysterious 'him' is to be our next opponent it seems, and apparently
    the Count saved his assistant, Nastasia's, life before. Then, Dimentio comes
    out of nowhere and comments on the conversation between the two, sounding
    vaguely disloyal. Then, more conversation between Blumiere and Timpani, the
    mysterious lovers.
    
    ---FLIPSIDE---
    
    A short chat between Merlon and the group, with an explanation for the odd
    appearance of the fourth Pure Heart, and ending with being told to go put it
    in it's Heart Pillar. Let's get that out of the way real fast, so jump down
    until you're on the second floor of Flipside, and then go 3D so that you
    can go through the gate and to the outskirts. Now left, and you should see
    more pillars, like the yellow ones from Chapter 3. Go 3D, and you'll be able
    to tell which pillars are supposed to be risen and which need to be smacked
    into the ground. Just so you know, though, it's down, up, down, and up, from
    left to right for the pillars. After you've finished that, just run left and
    place the Pure Heart in it's spot, making a green door appear in the usual
    spot.
    
    Before you go and do anything else, go up to Flipside tower and go into 
    the third door, and enter Chapter 3-1.
    
    ---THE BITLANDS---
    
    Run right and talk to the bush again. Surprise! The Pixl will certainly be 
    shocked to learn that you saved Tippi, and after hearing about it, will join 
    the group. Barry's on the squad! He can create a barrier and counterattack 
    around you, so he's pretty awesome. Use the return pipe after getting him. 
    
    E-mail Note: All of the info about getting Barry was given to me by a person 
    named Andrea, and rewritten here to fit the format of the FAQ.
    
    ---FLIPSIDE---
    
    Now it's the time to stock up. I suggest two Life Shrooms, some more healing
    items if possible, and with that out of the way, you should probably try and
    experiment with some recipes. If you still have some spare coinage, you can
    get yourself healed at the Inn, look at what Flimm is selling underground,
    or check the card shop (my personal favorite.) When you're stocked up on
    everything, save, and go through the green door.
    
    =============
     Chapter 4-1
    =============
    
    ---OUTER SPACE---
    
    You can't breathe, that's too bad, let's get back to Flipside.
    
    ---FLIPSIDE---
    
    Run down and talk to Merlon about the problem, and he'll tell you that he 
    has something that would work, but that a young boy in the town has it. You 
    can find said boy one floor up, so take the elevator up and go left to talk 
    to the boy. Oh, great, have to take this stupid fish somewhere now, so go 
    down to the level with Flimm and the bartender and release the fish in the 
    water. With that bit of pointlessness out of the way, go back to the green 
    door and enter it.
    
    ---OUTER SPACE---
    
    Back out in space, you'll probably want to put your helmet on when prompted 
    to, and then just flail around for a second or two until you see SOS signals 
    from apparently nowhere. Go to the SE corner, and you'll either see the SOS 
    signals originating, or a bunch of gold shines. Use Tippi's Wiimote ability 
    here to reveal a starship, then go up and interact with it. You'll soon be 
    chatting with Squirps. After a quick minigame where you only need to hold 
    down the A button for a minute or so, you'll warp, though the game has a 
    different name for it.
    
    Another game here, now you just space swim to the right and hit the 2 button 
    to defeat whatever enemies you run across. You have unlimited shots, so it's 
    not like there's any reason to stop shooting, really. Closer to the end, 
    you'll want to start going 3D, because there's a card hidden in 3D here. The 
    point where you can get it is when you can the save point in the third 
    dimension. At the end of it, save, and enter the warp hole.
    
    Same thing here, except for now we have the excitement of a different enemy, 
    and one that's also in the third dimension. There isn't anything to find 
    when you 3D, however, it may be worth it just for the easy points of 
    defeating the 3D enemies. At the end, enter the top warp hole. Here, defeat 
    whatever enemies attack you soon and enter the nearest warp hole. You'll 
    notice that you're back at where you first had to choose. Reenter the warp 
    hole you just left, and travel all the way right, defeating normal and 3D 
    enemies along the way. Enter the lone warp hole you see there.
    
    Another new enemy here, not too hard to defeat, but it does teleport, often 
    frustratingly. Anyway, spaceswim right until you hit a dead end, and go 3D, 
    you'll see a Catch Card SP hiding behind an asteroid. Now swim back to the 
    portal, but keep going left past it. Defeat the enemies and enter the 
    portal. 
    
    In this area, there's a lot of enemies, every sort except for the ones that 
    teleport. Most are visible, but there's a lot in 3D too. About midway 
    through, you'll see something odd: a small asteroid that resembles a jar and 
    a miniature warp hole that you can't enter. Go 3D and you'll see a normal 
    warp hole hiding behind an asteroid to the right of the miniature. Enter 
    that one and you'll come out of the small one, like you would in the 
    background of a normal level. Go over to the jar-like asteroid and enter it 
    through the top like you would a pipe. In here, go 3D immediately and grab 
    both coin arrays. Hit the coin block for another, and then jump out. 
    Continue the rest of the way right and hit the star block at the end to 
    end the chapter.
    
    =============
     Chapter 4-2
    =============
    
    ---PLANET BOBULE---
    
    Woo, the annoyance is gone! Time to get us some Pure Heart. The first thing 
    you'll notice is that you've got some crazy height and distance on your 
    jumps, which you'll need. Go right, you'll see the space twerp whining about 
    going to the bathroom, and continue, defeating an enemy that stretches it's 
    head out to attack you with. You should jump directly up here, it'll show 
    you a pair of indestructible blocks that you can reach due to your newfound 
    jumping abilities. Above them are two blocks, containing a coin and a Shroom 
    respectively. Go right here, letting yourself fall to the bottom, where 
    there's a locked door. 
    
    Jump up a level and then go 3D to reveal a coin trail on the left, follow it 
    to fall into the next area. Defeat the 3D enemy here, and then stand close 
    to the right wall and jump. You should hit an invisible coin block. Go 3D 
    then, and you'll see some steps on the wall which you should climb. Left is 
    the way to go then, jumping over one gap and then defeating one enemy, and 
    then you're back where you were before starting on the coin trail, albeit 
    one level higher. Jump left again and land on the indestructible blocks so 
    you can hit the coin block, and then go back right, over the gap, 
    
    Here, there's a 3D enemy to worry about, so defeat it. Jump up a level and 
    go past the shimmering tear in space, and fall all the way down on the 
    right. Change dimensions when you're at the bottom, you'll see a hidden item 
    that you can grab. Jump up and hit the brick block a couple of times for 
    coins, and then use it and indestructible blocks as a stepping stone back 
    to the top. Go right and defeat that enemy, another of the annoying ones 
    that stretch, and fall down another gap to defeat another stretchy enemy. 
    Jump back up and go right, using Thudley's ground pounding abilities to 
    destroy the brick blocks covering the door. Enter it.
    
    Save, and jump up to the right, switching your Pixl to Slim after doing so. 
    Go 3D, and you'll see a hole too thin for you unless you use Slim's ability, 
    and you should. Once through, immediately jump up to hit a coin block, 
    which you should jump on to reveal another, and from there go left to hit 
    the now visible blue switch. This makes an easier path for you to follow 
    rather than using Slim to get past the tall hill. Now go right and jump onto 
    the indestructible blocks, and then onto the hill with the interesting tree 
    in the background behind it. You should now be able to see a green pipe in 
    the bottom-right hand corner of the screen, but you can't enter it. Rather, 
    it serves as a quick and easy way to get back up to these tall hills 
    without having to go around.
    
    Go past the green door now and go 3D, so that you can see the narrow path 
    ahead and the item block waiting behind it. Run and hit the item block for 
    the little Mario pals that you love so much, and then run back left, falling 
    down into the gap so that you can defeat the enemies and climb back up, 
    collecting a few coins. This time, after you go over the narrow path and 
    reach the item block, jump on top of the item block and then onto the hill 
    above it and in front of it. Here, jump up farther until you're at the top, 
    and then jump up to the indestructible blocks hovering above you, and from 
    there into the pipe above that. 
    
    The plan here is to go 3D, and jump from the pipe for maximum height and 
    collect the coins before your Flip meter runs out. With that nice bit out of 
    the way, leave. Jump right and take out the enemies at the bottom, bypassing 
    the door for now, and going right, to the very bottom. Defeat another enemy 
    here and go 3D, and you'll see a passageway through the tall hill. Go 
    through and defeat the enemy, hitting the bottom two coin blocks and the 
    coin block up and to the right, but avoiding the other higher block due to 
    the fact that it contains a zombie Shroom. Jump from the block to the ledge 
    on the right, and enter the door there.
    
    Here, there's a lot of blocks, and you should go right and as many as 
    possible, and when you hit the last item block, the star that makes you a 
    giant will come out, and you can run all the way to the right and wreak 
    utter havoc. At the end, jump up onto the right ledge and enter the door. 
    This is a pretty normal room. Defeat the enemies that are visible and in 3D, 
    go 3D to get the item hidden behind the tall green pipe, and enter the 
    interesting green door at the end.
    
    Talk to the Elder in here, and refuse him until he reaches ten coins, and 
    then take him up on it. It's time to leave, and you need to backtrack a good 
    two stages until you're back in the area with multiple doors. Run back until 
    you come across the other normal door in this stage, and enter it. It should 
    just be past the first tall hill you'll encounter. Remember, you're 
    backtracking. In this room, run right and defeat all of the enemies by 
    aiming your jumps to land on their leading square, their heads. If you'd 
    like to use either the flower that speeds you up or slows you down, run 
    past them for a second. The slow flower is in one of the visible item 
    blocks, but jump inbetween and next to the visible lower item blocks and 
    you'll soon find two more, a coin block and a speed flower. If you want, you 
    can enter the green door, but inside there's nothing but a local that 
    doesn't have anything of substance to say. Leave the green door if you went 
    in anyway, and then leave this area too.
    
    Jump up the indestructible blocks, and head left, jumping over the long gap 
    to get to another green door, the first one we saw. Inside, there's another 
    local, this one telling you to go see the Elder. Well, that would've been 
    important had we not already known and bypassed the middleman. Well, maybe 
    since this local is yellow, it's a middlewoman. Moving on, leave, and then 
    backtrack to the first area, the one with the annoying helper and the 
    portable bathroom. When you're there, talk again to the person inside. This 
    time, however, you can choose the 'Ancient Clue.' Surprise! The occupant had 
    been a Pixl all along!
    
    Fleep's the new Pixl's name, and his ability is to reverse things. It's not 
    something you can explain very easily, but it reveals things that were 
    hidden. Anyway, go right and stop when you get to the stone statue and the 
    space rift. Try 'reversing' the space rift, and you'll get a key for your 
    efforts. Well, we've only seen one locked door, so let's go! Head left and 
    jump over a gap, then fall into the next and get to the lowest level, so 
    that you can enter the locked door. In here, just defeat the five enemies 
    and hit the star block to end the chapter.
    
    =============
     Chapter 4-3
    =============
    
    ---OUTER LIMITS---
    
    The first area has a very simple premise: Go right and shoot things that 
    aren't you. You first accomplish not shooting you by, well, going right and 
    shooting the enemies, and then the bricks, one column of which hides an 
    item. Keep going and you'll find a sort of maze of spinning rectangles that 
    harm you when you touch them, so just spaceswim around them. Farther into 
    the rectangle maze, you'll be assaulted by enemies, but it really doesn't 
    make it any more difficult, and the midway point is marked with a blue 
    Shroom, so that should compensate for whatever damage you receive. Past the 
    spinning rectangle maze, you'll need to defeat more enemies and break more 
    bricks, but it shouldn't be too much of a problem. Keep going until you find 
    a red X just in the middle of space, and then reverse it using Fleep. Swim 
    over to the Squirps-sized hole and squish him in. Enter the gate.
    
    No enemies here, spaceswim all the way to the right and save, then enter the 
    warp hole. Swim from here to the very north-east corner, and enter that 
    particular warp hole, defeating enemies and avoiding spinning rectangles 
    along the way. In here, you'll find a sort of space gas station, along with 
    a bunch of bricks that don't hold anything, except for a single brick next 
    to the spinning sign that holds quite a few coins. Whatever chocolate you 
    buy the little twerp in the gas station, he'll eat, but I got him the most 
    expensive one just in case, and considering how many coins you should have 
    if you're not a spendthrift, you can probably afford it. Leave the gas 
    station and leave the area, back through the warp hole. 
    
    Now, go directly south and enter that warp hole. Save, and then travel left, 
    going through another spinning rectangle maze with some enemies. At the end, 
    enter the warp hole. From here, go up and to the left, and you'll come 
    across a Catch Card SP encased in bricks. 
    
    E-mail Note: To the right of the square formation, there are two horizontal 
    rows of breakable blocks. Somewhere in the middle, there is a ghost mushroom 
    hidden. You can use Boomer to shatter the blocks to get it. - Lucie
    
    Now go all the way to the south-west corner and enter the warp hole there, 
    and you'll find two rings of coins. Leave after you've got them all, and 
    then go up and right, to the red warp hole, which you should enter. Save, 
    and then head left, reversing the red X in space using Fleep. This'll reveal 
    the same outer gate structure as before, but now there's two holes. Try 
    twisting Squirps into the hole on the right, but it won't work, and he'll 
    demand food. Talk to him again after he tells you to get him food and give 
    him whatever candy bar you bought. He'll split, and create the gate, and 
    then come back together again. Enter the gate, defeat the two teleporting 
    enemies, destroy the bricks, and hit the star block to end the chapter.
    
    =============
     Chapter 4-4
    =============
    
    ---THE WHOA ZONE---
    
    Run right here and save, then enter the door. There's a number of enemies 
    in this room, so defeat them as you see them, and also note that there are 
    two item blocks in this room. The first holds a happy flower, which you'd 
    do well to remember showers coins everywhere from the skies, and the other 
    is a normal Shroom. Go right in here, and go 3D, and you'll notice another 
    door on a platform that was previously hidden. Enter that door. In here, 
    defeat whatever enemies come your way, along with the pig enemy. There's a 
    slow flower in here, and using Peach jumping from the item block that had 
    spawned that slow flower, you can hover over to the door on the left, and 
    enter it.
    
    In here, there's an enemy that will create an annoying expanding barrier 
    around himself, use Fleep to reverse him to daze him so that he can be 
    defeated. After that, open the chest for a key. Leave, and go right, going 
    3D to reveal the door that you came through in. Now, go through the normal 
    door this time. Here there are two pig enemies, using Fleep to dizzy them 
    first is a great way to negate their attacks, and once you've gone through 
    them flip to 3D on the right side of the room to reveal stairs to the second 
    floor. Now there is another pig on the ceiling that you can't do much about 
    at the second, and two more on your level, both of whom you should defeat 
    for both points and large numbers of coins. Unlock and enter the door on the 
    far left of the second floor.
    
    You're upside-down! On the ceiling! Oh my! Well, don't worry, you can still 
    jump, still do everything, except for now, you're going to be confused and 
    awkward while doing it. I can't stress how useful it is to have Fleep daze 
    the pig enemies first before trying to defeat them, so I'll leave that one 
    up to you. Head right on the ceiling and enter the other door. Now you're 
    sideways! You'll soon notice that you're attached to whatever wall like a 
    magnet, so don't worry about falling off or some such. There's still the 
    occasional enemy running about, but once you reach the next door, stop, and 
    go back up the last two ledges. This might feel really odd, but switch to 
    Peach and try floating over to the next ledge, past the door. It's possible, 
    but it might take a couple of tries until you're used to it. Keep going 
    until you reach the wall and the last door.
    
    Woo, right-side-up! The best thing to do here is wait until you've defeated 
    all of the enemies oozing around, and then switch to 3D. You'll notice that 
    you can drop down next to the stairs, so do so. Defeat all of the yellow 
    enemies down here, too, and then hit the black switch with the arrows. This 
    switch moves you from the floor to the ceiling, and back again. Move to the 
    ceiling and then run right, to the door, and enter it. You're back in the 
    room that the hidden door early on had led you to, but now you're on the 
    ceiling. Defeat whatever nearby enemies there are, and then go right, but 
    be cautious of the pig enemy that's running around at the very top (bottom?) 
    of the area. Once it's defeated, come back to the highest ledge and once 
    again switch to Peach, so you can hover over to the right ledge. Go 3D and 
    enter the door revealed.
    
    Run right and open the chest for another key, and despite that you can see 
    the locked door directly beneath you, you have to backtrack for now. Nuts. 
    Ah, well, move back until you're at the room with the black arrow switch, 
    and use it to be standing normally. Go 3D and then right, jumping from the 
    sitting block on the floor up to next to the stairs, and then go 2D, and 
    leave the room. Run right, off the ledge, and enter the door there. Once 
    again, you're on the other side of the room. Run all the way left until 
    you've reached the other door, and enter it.
    
    You're back in the room with the locked door! Go 3D first, to reveal the 
    presence of a pipe, which you should enter. No need to go 3D here, there's 
    only what's visible to find. Thing is, you're upside down again! Bah! Just 
    deal with it and collect the coins, and don't forget to go all the way to 
    the right so that you can get the coin block too, then leave the pipe. Go 
    right, unlock the door, and enter it. Start off in here by hitting the black 
    arrow switch, running to the right, and then hitting it again, righting 
    you. You probably see the white outline of a door, but that's all it is, an 
    outline. The key here is to use Tippi's Wiimote pointing abilities and have 
    her make the door visible for us. Now, enter it.
    
    Defeat the two enemies in here, and then hit the new kind of black switch, 
    which changes your position by a 90 degree angle. Run left now, defeating 
    the three enemies here, until you reach the next new black switch, again 
    hitting it. Now you're on the ceiling, so defeat the one enemy there and 
    go through the door. In here, save, and then leave again. Now go left and 
    hit the new black switch again, and you're on the right wall. Defeat the two 
    enemies here as well, and enter the door. Run right, here, and enter the 
    door. From here, run right, hitting the left and right item blocks for blue 
    Shrooms but avoiding the middle due to it holding a zombie Shroom, and then 
    enter the door on the right, which brings you to the ceiling, where you 
    should go left to get the key. Now backtrack to the last room, and then hit 
    the new black switch in sight twice, then run left and hit that new black 
    switch once, entering the door on the ceiling again. Flip to the floor, and 
    save again, then unlock and enter the next door.
    
    +-+-+-+-+ BOSS: Mr. L +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: 40
    AP: 3
    
    Mr. L isn't incredibly hard, but he's still not a pushover. It shouldn't 
    take too many hits to defeat him, but he can heal himself. The important 
    thing to note is, never get off the offensive. Whenever he's not in the air, 
    you should be, just about to hit him. He's especially vulnerable when he's 
    got his healing Shroom Shakes out, and not only can he be damaged, but he 
    won't heal himself, so it's a free hit. All he really does is jump around, 
    and occasionally do a sort of super jump that reaches the ceiling, but I 
    wouldn't be too worried, just move in one direction, and when you start 
    moving back, he'll be back on the ground like normal.
    
    Now in his second form, piloting Brobot, I have absolutely no idea how much 
    HP he has, but since you're flying around in space and have access to 
    Squirps' ray gun or whatever, the main goal is to avoid whatever he throws 
    at you, whether it's laser bolts, eye lasers, or homing rockets, while you 
    try and collect all of the various kinds of chocolate in space, all of 
    which gives you different effects. If you fight efficiently and well, the 
    fight against Brobot shouldn't take more than two minutes.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Obviously, go right and enter the door. After some explanations of just why 
    Squirps went so far out of his way to help, you'll finally get a 
    well-deserved Pure Heart, your fifth. Huzzah, the world is more than half 
    saved!
    
    ============================================================================
    ------------------------------=== CHAPTER 5 ===-----------------------------
    ============================================================================
    
    Section 2.5: Chapter 5 (SPM005)
    
    ---CASTLE BLECK INNER SANCTUM---
    
    With the fiery introduction of Mr. L to the ranks, the old-timers express 
    their displeasure. Mr. L assures them of just how incredible he is and goes 
    to modify Brobot. Awesome. After that, O'Chunks is apparently going to try 
    and go hero-chunkin' again. The rest of the minions leave, so only Count 
    Bleck and Nastasia are there. Nastasia comments on the Count's philosophy 
    change, and then makes a comment about the Count's old love interest. This 
    leaves her slightly depressed as Bleck departs. After that, there is yet 
    more of the ever so depressing and yet interesting dialogue between the 
    lovers Timpani and Blumiere. 
    
    ---FLIPSIDE---
    
    After a bit of oddly flirtatious dialogue, Tippi seems to faint. Merlon 
    arrives and brings the group to his home, where he explains Tippi's origins. 
    If you've been paying close attention to the dialogue that I've been putting 
    in the 'Interdimensional Rift' section of the FAQ after every new Chapter 
    begins, then you've probably got a good clue about the identity of Tippi. 
    
    But beyond that, we're supposed to bring the fifth Pure Heart to it's Heart 
    Pillar, so let's get on that, shall we? Head left and down the elevator, 
    and then right, going 3D at the end so that you can pass through the wall, 
    as if you're going to the card shop. Now, stop inbetween the card shop and 
    the other building, and use Fleep on the shining place above you. Hit the 
    blue switch that appears, and go 3D, using the new path, then enter the 
    building.
    
    In here, there's a bunch of blocks. Just hit them all from right to left in 
    order, and another new path is created. Go 3D and through the new gap, and 
    then go through the door. Out here, flip into 3D so that you can cross the 
    bridge, then back to 3D. 
    
    ---FLOPSIDE---
    
    Yep, that's right, a whole new place, Flopside. Head left, past the grandson 
    and grandmother, and flip to 3D, and you'll see a path to the left through 
    the wall that you should enter. Now, go back to 2D, and ride the elevator 
    up to the second floor, and then go left. You'll run straight into Nolrem, 
    the town's version of Merlon. With that out of the way, follow his advice 
    and go up a floor using the elevator, then run right and simply place the 
    Pure Heart inside the Heart Pillar. Nolrem comes and congratulates you, and 
    then tells you to get to Flipside Tower. 
    
    But before we do that, there's something far more important to do: Make the 
    Flipside/Flopside more convenient. Go one level down, and then immediately 
    go 3D once you leave the elevator. You'll see a hidden person, um, thing, 
    and for a mere 300 coins it can create a pipe from Flipside to Flopside! If 
    you don't have the coins now, keep this in mind, because this'll save you a 
    lot of time. I recommend getting it created as fast as possible, because 
    whenever I want you to go from Flipside to Flopside, I'll just tell you to 
    use the pipe.
    
    Flopside is an interesting place. Everything's flipped around, looks a lot 
    more depressing because of the black paint job, and is altogether different. 
    You'll quickly notice that inside Flopside's item shop, the items are all 
    not only better, but much more expensive. Merlee now gives 'charms' which 
    benefit your game, and there's another outskirts, the gate that you go 
    leading to which is still in from of Nolrem's house, but you can't do 
    anything out there yet. 
    
    Go to the first floor using the elevator and enter the door farthest to the 
    left. In here, once you go 3D, you can find Cooking Disk Y on the table. In 
    the cooking area, yeah, um, it's interesting, but the highlight is that you 
    can now cook with two items. Inputting the Cooking Disk Y into the recipe 
    helper on the side allows you to see some of the things you can make using 
    two ingredients. Do what you wish here, and then leave. Go left and change 
    into the third dimension so that you can go through the hole in the wall, 
    and then go right for this town's card shop. You can still buy Catch Card 
    SP's here, but instead of the mystery bags you get in Flipside's shop, in 
    here there are cards with varying prices depending on rarity that you can 
    buy specifically. 
    
    If you've already completed the Flipside Pit of 100 Trials, you can access 
    the Flopside Pit of 100 Trials via 'reversing' a space rift using Fleep that 
    appears in the same area as Flipside. Again, we'll postpone it until after 
    the game, but if you want to go through it now, go right on ahead, and if 
    you need help, scroll down to the Pit of 100 Trials section.
    
    That's pretty much the entire list of things to do in Flopside at the 
    moment, so use the pipe to get back to Flipside.
    
    ---FLIPSIDE---
    
    Get up to Flipside Tower, and run over to talk with Merlon. You've got Tippi 
    back! If you haven't saved yet, do that, make sure you're well-stocked, and 
    then enter the newly created door to begin.
    
    =============
     Chapter 5-1
    =============
    
    --DOWNTOWN OF CRAG---
    
    Here, you'll be taken to the local chief, Marbald, before you can even do 
    anything, and be asked to defeat some Floro Sapiens and rescue a bunch of 
    Cragnons. Right. Apparently, you're some sort of holy sending to help them. 
    So, you should accept their request. Soon a local King will come and attack 
    the local Cragnons, so you need to go and help. Go outside and some of 
    King Croacus's Floro Sapiens will attack you. Defeat them  by first jumping 
    on their heads, then their stalks, and then you'll see more of the dastardly 
    Floro Sapiens carrying away more Cragnons. You can't enter any of the local 
    houses, including the item shop, and though you may see a tiny building and 
    a hall in the wall at the far right, you can't enter either yet. Save, and 
    go through the door.
    
    Watch another cutscene and then go right, using Boomer to defeat the enemies 
    that attack you. Pay careful attention to the enemy on the far right, it's 
    another one of those enemies that send you back to Flipside. Enter the pipe 
    on the far right. In here, use Boomer again to defeat the two enemies, but 
    for these ones you need two bombs each, so keep that in mind. Once they're 
    defeated, open the new chest for a Bowser (2) card, which shows him in his 
    white tuxedo. Hahahaha. Leave the pipe, and if you want go 3D, there's a 3D 
    enemy here that you can defeat, then head left, past the door we came in 
    through.
    
    Be careful, the rocks on the ground will attack you, so watch out for that. 
    Go left until you hit the wall, and then hit the item block for the happy 
    flower, the one that makes coins fall from the sky. Once you're done 
    collecting coins, jump from the item block to the hill on the left, and keep 
    going up until you're at the top. Defeat the rock enemy here, and then jump 
    all the way down, going 3D when you hit the bottom to reveal a chest there 
    that you should open for a card. Go back up the hill you just jumped off of, 
    and then switch to Peach so that you can float to the left, hitting the coin 
    block at the end of the jump. Go to 3D where you land to find another enemy, 
    which you should be able to defeat easily, now that you have it's card. 
    
    Jump down here to find another one of these rock enemies, Moon Clefts, in 
    3D. Defeat it and then hit the boxes, first the one on the left, then the 
    right, and lastly the middle to make a pipe appear. Enter it for another 
    short scene with the Floro Sapiens, and then head right. You'll encounter 
    five huge enemies along the way, all of which are easy to defeat if you're 
    patient, though they do have one hundred health points each. Just keep on 
    jumping on them, don't let up, and they'll never have a chance to attack. 
    Your reward for defeating them is a nice one thousands points each.
    
    E-Mail Note: While using your FAQ I found that it was easier in 5-1 when you 
    have to fight the big elephant things it's easier if you use Bowser's fire 
    and drive them all back and attack them all at once.  I thought it was 
    helpful, maybe you will too. - Devilboy6693
     
    With them out of the way, and probably down a couple of healing items too, 
    go to the far right and you'll find three more blocks like the last ones. 
    This time, though, you must hit them quite a few more times, and in another 
    odd order. Hit the middle, right, left, left, right, middle, right, left, 
    right, right, middle, right, right, left, middle, middle, left, left, left, 
    right, left, left, left, middle, and middle for a new pipe to appear. Wasn't 
    that fun? Enter the pipe, and you're now back in the background. There isn't 
    anything to find if you go left, so try going right, and you'll soon be 
    running behind the wall. Keep going until you find another green pipe, and 
    enter it. Back in the forescreen, run right and up the steps to find the 
    star block, which you need to hit to end the chapter.
    
    =============
     Chapter 5-2
    =============
    
    ---GAP OF CRAG---
    
    Run right and use Boomer to defeat all of the Pokeys, not to mention the 
    Poison Piranhas after them. There's another Pokey in 3D around the first 
    pipe, too, not to mention an item behind the second pipe. Once you've 
    defeated all of the enemies, jump into the water and let yourself fall, 
    taking care to avoid the Cheep-Cheeps, who can and will actively change 
    dimensions in the water. Keep falling through the water and you'll enter a 
    dry area, which holds a chest that you can open for a Water Tablet. Go 3D 
    to find two coin blocks that you can jump off of to reenter the water, and 
    then swim back up and jump out to the right. Enter the door.
    
    Go left when you've regained control, and defeat the visible enemies, and 
    then go 3D to defeat the 3D enemy, who'll also be sleeping. While in 3D, you 
    might notice that the blocks that appeared indestructible in the normal 
    dimension are just bricks in 3D. Use Thudley's ground pound to destroy them, 
    revealing a blue switch that you can hit to create stone hills so that you 
    can enter the door above you. Do so.
    
    Run left here and defeat a multitude of enemies, from Pokeys to a Tech 
    Cursya, which will obviously curse you, stopping you from using skills. Once 
    you're alone, go to the far right and change into the third dimension. Here, 
    you'll find many item and coin blocks, holding little Mario guardians, happy 
    flowers, fast and slow flowers, and even some zombie Shrooms. When you've 
    run out of blocks to hit, you should be able to see a path in 3D. Walk onto 
    it, and continue when it seems to run out and you'll fall on another path. 
    Down here, switch to Bowser (about time!) and breathe fire on the black 
    block that sort of looks like a ball of flame to reveal the Fire Tablet. 
    Once you've got it, head back up and go left, stopping when you're directly 
    below what looks like a gate with pillars on both side, you should see a 
    space rift that you can open by reversing it with Fleep. 
    
    This creates some more stone hills that you can climb to see what the video 
    at the top shows, which is a person running around something. Keep that in 
    mind as you jump off to the left and go back through the door. Go right a 
    good ways, until you find what seems to just be two indestructible blocks 
    hanging in the air. Jump on one of them, and then jump above that one and 
    you'll reveal an invisible item block holding a Shroom. Jump above the other 
    for the same result. After that, go right and before you reach the last 
    pipe, go 3D, to reveal both a 3D enemy and an item in front of the pipe. 
    Save. 
    
    Now, go back left, past the yellow block with eyes and up the stone hill as 
    far as you can go without using indestructible blocks. Switch to Peach and 
    jump off to the left, floating so that you can reach a pipe that's resting 
    in the air. Enter it, and you'll be in the background. Go left and run right 
    into a volcano, you'll find a pattern in the wall that shows a stone first, 
    then water, then a fire, and after noting that, switch to 3D so that you can 
    run around collecting coins. Use the spring to leave after that. 
    
    Now go right, and you'll find a great healing item on a peak. Leave using 
    the pipe to return to the forescreen, and then head all the way right and 
    enter that door. Use the platform to go right, and you'll soon encounter our 
    ol' pal, O'Chunks.
    
    +-+-+-+-+ BOSS: O'Chunks +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 40       
    AP: 2
    
    Annoyingly, Dimentio will swing by and change the battlefield, but otherwise 
    this fight isn't too different from before. He has a new attack where he 
    spins himself like a hurricane, and he still grabs for you to throw you, and 
    he still tries to crush you from the air, and he still tries to charge at 
    you. You can use Thoreau for some nice irony and throw him around a bit, but 
    to hurry things along you really should just jump on him repeatedly and 
    defeat him, it isn't much trouble. 
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Woo, now that that's over, you'll be back in the normal dimension, and 
    Dimentio will come by to bring O'Chunks along, changing his self-pity 
    attitude back to normal. Defeat the large number of enemies here. I'm not at 
    all certain, but when I went into 3D on the right side of the pit, I found 
    an Amazee Dayzee here, which is a rather rare and valuable enemy. Mine threw 
    itself off into the gap to evade defeat, so I'm not sure what it does at the 
    moment, but in past Paper Mario games it's given quite a boon of experience 
    points, so it's likely it'd do much the same here. On the other hand, 
    finding an Amazee Dayzee may be a totally random event, so it could vary 
    from game to game where you find one. 
    
    E-mail Note: I encountered it in the same spot as well and it was quite 
    difficult to defeat. I simply used Thoreau to grab it and throw it behind 
    the Yoshi statue where it'd be trapped and then went from there. I didn't 
    try to catch it, so I don't know if having it as a card would have done 
    anything, I just simply defeated it. I didn't notice it give that much 
    experience or coins, at least not so much more. However, the thing is 
    sparkling and it IS pretty hard to grab onto so maybe it is rare or 
    something? - Jo Jo
    
    E-mail Note: I did find one in the same spot, killed it and got 3000 exp and 
    a golden leaf. - Dan H.
    
    Now, go all the way right and flip into the third dimension, and you'll find 
    a rock structure that quite resembles Yoshi. Run around him and the Stone 
    Tablet should appear upon his nose. Jump onto the stone Yoshi's tail, and 
    from there onto his nose to grab the tablet, then return to the previous 
    area via the door you entered to come here. 
    
    Run left from the door, until you hit the tower of stones that you can 
    climb, then start climbing. You should find yourself directly below an 
    indestructible block, and you face a choice. You can either jump directly 
    up, standing on the edge of block to block to jump on the one above it, 
    which is faster, or you can go 3D here and travel up like through a maze, 
    which is easier. Either way, once you're atop of the highest indestructible 
    block, jump in the air and you'll hit an invisible brick block, which will 
    sprout a ladder. Climb the ladder and at the top, go 3D so that you can jump 
    from the bottom indestructible blocks to the top ones. Remember the order 
    the carvings in the cave said, Stone, Water, Fire, and put the tablets in 
    that order. 
    
    Pixl time! After a short chat, you'll be asked to input your favorite word. 
    I chose 'Festive!' myself, and then he'll shout that to the heavens. Or the 
    big stone that apparently sent us on this quest to save the Cragnons. You've 
    now got Cudge, the hammer Pixl! Yeah, we've got a hammer now! Jump on down 
    and find that yellow block with eyes that the pipe was hidden under, and 
    break it with your new hammer. Enter the revealed pipe afterwards. In here, 
    switch to Peach so that she can jump and hover over to the ledge on the 
    right side, and then go back to Mario so that you can flip to 3D and open 
    the hidden chest for a card. With that done, jump down to the bottom and hit 
    the star block to end the chapter.
    
    =============
     Chapter 5-3
    =============
    
    ---FLORO CAVERNS---
    
    Start off here by running right, and jumping from indestructible block to 
    block until you reach the item block that holds a blue Shroom. Drop down 
    then and head right, and you'll soon be stopped by Flint Cragley. Man, I do 
    hope he's the fourth hero! But alas, he'll wait near the entrance, though he 
    would like us to find his crew. We should be glad that we could have even 
    that much of a talk with him. Glorious. Force yourself to move past his 
    sheer craggitude and enter the pipe. 
    
    Jump down past the moving platforms and head right, jumping over to the 
    partially obscured save point. Save, and then continue right, using Cudge's 
    hammering abilities to defeat both normal and 3D enemies, then drop down 
    another ledge, until you're at the bottom. Flip into 3D here, and you'll 
    find a brainwashed Cragnon of the caves. Don't attack him, however, though 
    he will attack you. Defeating him gives you negative points. Enter the pipe 
    on the right. 
    
    Here you'll want to flip to 3D immediately, and then go and hit the nearby 
    3D block for some more little guardians, and then revert back to 2D. Use the 
    steps and jump into the gap here, defeating the enemy however way you'd 
    like. Now, use Tippi's Wiimote abilities to check the screen in the gap, and 
    you should find two invisible blocks. Hit both, and now you have a way out 
    of the gap and back to the left, not to mention a Shroom. Now head right, 
    defeating enemies along the way, until you reach the row of item blocks, 
    where you can get yourself another Shroom. A bit farther right is a single 
    brick with another row of bricks above it, jump from the single brick to hit 
    the brick the farthest left, and you'll get a fast flower. Keep going right, 
    and you'll find a row of coin blocks with another brick row above it. Hit 
    the middle brick to create a yellow ladder to climb, at the top of which 
    you can ride a yellow platform and jump to collect coins while riding, and 
    jump off at the end. Once off, work your way back to where the ladder is, 
    and then go right over the gap.
    
    Ignore the door for now, and enter the pipe next to it. Down here, go 3D and 
    use your hammer Cudge to destroy the yellow block, then enter the hole and 
    open the chest for a Shroom Shake. Once you've got it, leave. Jump over the 
    gap and continue until you find the four bricks hovering in the air, the one 
    to the far left holding a slow flower. Jump over the gap right and defeat 
    the Floro Sapien there, and then jump over to the next and defeat both the 
    3D enemies and normal enemies in this area. The brick row you'll first 
    encounter holds nothing, but the single brick right of it holds a single 
    Shroom. 
    
    Once you reach the spring, jump atop the blocks and then hit the invisible 
    block above them, using Tippi as a guide if you can't find it on it's own. 
    Bypass the spring entirely by going 3D and just continuing to the yellow 
    block, which you should hammer to oblivion. Enter the door. Uh oh, minecart. 
    I wonder what's about to happen.
    
    If you chose 'absolutely nothing at all', you'd be right. You can go into 
    the third dimension though, if you want, to provide another view. Enter the 
    door at the end. After defeating the enemy on the ledge, continue right, 
    jumping onto the indestructible blocks, as the bottom holds only brainwashed 
    Cragnons and a zombie Shroom. But wait! After going 3D and hammering away 
    the now apparent bricks around the indestructible blocks, continue right, 
    and then drop down, quickly flipping to 3D and running into the exposed 
    passageway for a hidden card. Now go back left, dodging as carefully you 
    can all of the Cragnons so that you don't lose points, and go back up to 
    your safe passage aboveground. Continue right over the gap this time, and 
    then go up one further using the blocks as a stepping stone. You'll run into 
    one of Flint Cragley's crewmen. Monzo, the crewmen, will leave to follow in 
    Flint Cragley's amazing footsteps, and you can go back a bit and then take 
    the path downward, defeating the lone true enemy there before returning to 
    your minecart for a ride back. 
    
    After your ignomious exit from the cart ride, go through the door, and then 
    backtrack until you're at the door we ignored earlier. Enter it. Woo hoo, 
    another cart ride! Enter 3D before you get on, and stay in it to follow the 
    proper path, otherwise you won't get anywhere. Fly along the tracks to the 
    end, and then enter the door. Go right and drop down here to find a brick 
    and an item block. Don't hit the item block, it holds a zombie Shroom, but 
    make sure to get the brick, it's a ladder back up. Go 3D and you'll find an 
    enemy, defeat it and then go right and down, trying again to avoid the 
    Cragnon's until the end, where there's two Floro Sapiens. Come back and 
    climb the ladder to the top, switching to Peach to cross the gap. Go up the 
    ledges and defeat the enemy there, being sure to hit the coin block, and 
    then going right and dropping down a couple of ledges until you find another 
    of the wonderful Flint Cragley's crewmen, Hornfels. This one will also 
    scurry off to find favor with the most grand Flint Cragley. I know I can 
    relate. Now, backtrack all the way to Flint Cragley's resting place, and 
    watch another crazy awesome scene in which Flint Cragley, using only the 
    powers of sheer will and determination, brings back the lost key! Zounds! 
    
    Zounds again! He wants us to lead the way! I think my heart just stopped. 
    Well, can't keep the good cragtrotter waiting, so head right and down the 
    pipe, and then jump down past the moving platforms to the locked door. 
    Unlock and enter it. Another cart ride! Go on and if you want a crazy view, 
    flip into 3D. After getting off, go through the door. 
    
    Defeat the enemy here, and then hit the item block for another star that 
    makes you monstrous. Run as far right as possible taking out enemies, and 
    if you missed anything, keep going after becoming normal again to finish 
    off the stragglers. But when you are done, head back left until you find 
    another black square rock, and flip to 3D so that it's revealed that it's 
    actually a yellow block in disguise, and hammer it with Cudge. It hid a 
    door, and inside is the star block. Be warned, though, at the very end of 
    the previous room there is another yellow block that is disguised as a 
    black square stone, but it hides nothing, so don't be confused. Hit the 
    star block to end the chapter. 
    
    =============
     Chapter 5-4
    =============
    
    ---FLORO CAVERNS---
    
    Close-up! I held the screen there, didn't get past the 'Cragley Ho!' bit for 
    a second so that I could gaze upon his full majesty. But, we have a game to 
    play, so again we have to force ourselves to continue. Go right, hitting 
    the block for a coin and defeating the numerous enemies, then drop down to 
    the bottom and hit the left item block for a Shroom. Avoid the others, one 
    contains a zombie Shroom. Enter the pipe on the left.
    
    From here, drop down to the left and hit the save point, then go down and 
    right, then flip to 3D where you're at the lowest point in front of a ledge. 
    You should now see a ladder and a hole next to it, drop into the hole to 
    find a big red switch and a brainwashed Cragnon. Pick him up with Thoreau 
    and stand on the switch, and you'll be heavy enough to trigger it, creating 
    a new pipe. Enter it.
    
    Now, enter the door and then go past the cursing enemies that makes your 
    controls backwards, and enter the other door. In here you'll find some 
    normal enemies to defeat, and a pipe to enter. Enter it, and switch to 3D 
    here to reveal an item. Also, use Tippi's Wiimote pointing abilities to 
    look at the wall, revealing a message saying 'Behind the Skull'. Sounds 
    cryptic. Get it, crypt? Tee hee. Enter the door on the left after that. 
    Defeat the enemies in here that make you heavier, and go in the door on the 
    left. Defeat the enemies using Cudge, and then switch to Fleep, and 
    'reverse' the skull on the wall, which reveals a key. Use the green pipe to 
    the left, and then go up the green pipe that's upside down. Go up the ladder 
    here and then right, unlocking and opening the door. 
    
    Jump onto the indestructible blocks to the left, and then to the ones to 
    the right, dropping down only to be stopped by dialogue. You'll meet Gabbro 
    here, along with another new Pixl, Dottie! Watch a moving scene and read 
    some platitudes before Gabbro leaves. Dottie's on the team! Use her to go 
    through the tiny red door Gabbro traveled through, and then go left. When 
    you get to the pipe that spawns flowers, stop for a second. If you want to 
    here, you can just switch to Bowser and constantly breathe fire below the 
    pipe, giving you easy points and coins. That's your choice, though, and I'll 
    write the rest of the walkthrough on the assumption that you're not a level 
    fifty monster. Now, go through the white door next to the save block. In 
    here, you'll notice a small opening to the left, one you can enter using 
    Dottie. Do so. In the small room to the left, you'll find a card key, so 
    come back and use the card key to enter the door.
    
    Hit the item block for a blue Shroom, and then go left and into the pipe. 
    Come down and hit the blue switch using Thudley, triggering the release of 
    a lot of brainwashed Cragnons. Jump from block to block above them left for 
    a card, and then right so that you can enter a pipe. You'll run into 
    Dimentio and O'Chunks here.
    
    +-+-+-+-+ BOSS: O'Cabbage? +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 60      
    AP: 3
    
    Ouch, well, that sucks to be O'Chunks, now apparently O'Cabbage. He's pretty 
    much the same as before, but faster, stronger, and with more health. He's 
    also a mite bit crazier, you'll notice. You'll definitely want to use 
    Thoreau here, to grab and throw. He's still really easy to defeat, but he'll 
    probably manage to get in a few hits, purely because of his speed.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    After the fight, the newly restored O'Chunks will blast off, while you now 
    have yourself a Floro Sprout. Wear it, and go right. After you enter that 
    pipe, Dimentio will make some more interesting statements, and then you're 
    back. Drop off the ledge and go through the door. You may notice that the 
    brainwashed Cragnons won't attack you anymore, nor will the Floro Sapiens. 
    Cool! Save again, and go back up to the top pipe. Out here, become tiny 
    using Dottie and go right, so that you can enter the tiny pipe. You'll 
    get more guardians, a blue Shroom, and a number of coins for your troubles. 
    Go back, and use Dottie again so that you're not tiny, and go up and to the 
    right and open the door there. 
    
    Go right, and you'll be checked out okay because of the sprout on your head. 
    Now, enter the ornate door. In this room, there are paintings of the three 
    kings and one queen that the Floro Sapiens have had, and a description of 
    their rule beneath it. Defeat all of the enemies in the room, then go and 
    flip 3D in front of the first, and you'll see cracks. Use Boomer to blow 
    them up, revealing a room where you need to use Thoreau to either throw 
    the enemy at the switch, or just throw him yourself at the switch, doing so 
    until the switch is the same color as the background of the above picture. 
    
    Do this for all of the pictures with cracks above them, and then, for some 
    reason or another, bomb in front of the newest picture, despite the lack of 
    cracks. There's still a room underneath, odd. Well, save, and then hit the 
    switch until it's red, creating a new ornate door to be revealed. Enter it. 
    
    +-+-+-+-+ BOSS: King Croacus +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 50       
    AP: 2
    
    First form, the King will have three tentacles attack you by contact, and 
    occasionally will try and hit you himself. Grab the ends of the tentacles 
    and when his face is revealed, throw it at him. Before long, he'll float 
    around and try and hit you with spinning blades, which you should also grab 
    and throw at him, or if you find it more satisfying, grab him and throw him 
    at a blade. Shouldn't have too much trouble with him.
    
    E-mail Note: I know he's already pretty easy but if you flame his first form 
    with Bowser it's over in seconds. - Juanita
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    After the fight, you'll find out that the King wasn't so bad after all, but 
    it still looks like there'll be a confrontation until Flint Cragley gets on 
    the scene! Using his own wisdom and daring ideas to negotiate with the Floro 
    Sapiens, the conflict between the Cragnons and Floro Sapiens is resolved. 
    You even get a Pure Heart, and isn't that what the whole chapter was about? 
    ...No. Well, sort of. Er, CRAGLEY HO!
    
    ============================================================================
    ------------------------------=== CHAPTER 6 ===-----------------------------
    ============================================================================
    
    Section 2.6: Chapter 6 (SPM006)
    
    ---CASTLE BLECK INNER SANCTUM---
    
    With more hijinks from O'Chunks and the Gang out of the way, Mr. L leaves 
    to do some deflavorizing, which I've heard is a lot like hero-chunking, and 
    Mimi leaves to do some important business. Right. Sounds a lot like hero-
    chunking to me, too. More talking between the Timpani and Blumiere, the 
    secret lovers of mystery. 
    
    ---FLIPSIDE---
    
    Hmm, it seems like we're not the only ones privy to Timpani and Blumiere's 
    speaking. Interesting. Well, in the realm of more immediate problems, the 
    Void has grown yet again, so hop on down to the pipe and enter it to get to 
    Flopside, after hearing that the Heart Pillar is on the outskirts.
    
    ---FLOPSIDE---
    
    Change into the third dimension when you get there, and then go through the 
    gate, and from there, into the outskirts. Upon arriving, use Cudge to break 
    the yellow block on the left, revealing a pipe you need to enter. Go all 
    the way right, ignoring the sign for now, and enter the pipe there. Continue 
    left here to enter another pipe, and from there, go right and jump into one  
    of the gaps. Go 3D here, and you'll fall to the bottom of the area, where 
    you can open the chest for a new card. Use the spring to get back out, and 
    then jump left, going 3D past the pipe, and using Cudge to destroy the 
    yellow block, jumping on the blue switch to reveal a large chest. Open it to 
    reveal a new item, the Power Plus, which permanently increases your attack 
    by one! 
    
    Now go right, past the pipe and over the gaps, and stand on the odd blocks. 
    Using Tippi's Wiimote pointing abilities, check above and to the left, and 
    click on the hidden block when you find it. Jumping upon the new moving 
    block, and at the height of your rise, again point at the screen, this time 
    near the bottom of the screen and to the left, again creating a new block. 
    On this one, wait until you're near the bottom of your movements, then point 
    directly left of it, and this block will move from side to side. Pointing 
    left of it and a bit down when you're at the farthest left you can get, you 
    can create another block. Near the bottom of this block's movements, check 
    one last time left of you and create the last block, jumping from the newest 
    block to the row of stationary blocks. Then go 3D, and travel through the 
    transparent wall the blocks are attached to. 
    
    At the other end of this passage, jump down and go right, flipping to the 
    third dimension to reveal another hidden room past the elevator, in which 
    lurks the guy who made the pipe from Flipside to Flopside. Give him another 
    100 coins, and he'll make a pipe from here to the second floor of Flopside. 
    Quick! Convenient! Time-saving! You can do the same thing in Flipside, too. 
    Well, we're not using it quite yet, so go back to the previous room and take 
    the elevator up. Enter the bar, and if you want talk to the bartender, but 
    more importantly flip to 3D and go as if you were planning to enter the 
    Flipside arcade, and you'll find two chests. One contains the Golden Card, 
    allowing you access to a new arcade game, and the other has Cooking Disk B, 
    giving you more recipes. Leave the bar and go left, changing again to the 
    third dimension to reveal the presence of water. Drop down and swim through 
    it, and on the other end you'll find the a maker of maps, treasure maps to 
    be exact. He has twelve maps up for sale, and so you've got 12 possible 
    treasure hunts to do. Great. Buy what you'd like, and go to the Treasure 
    Maps section of the FAQ to tell you exactly how to navigate your way to the 
    treasures. 
    
    Once you finish the conversation with Flamm, use Dottie to become tiny, so 
    that you can enter the little house next to him. It's Itty Bits, a tiny food 
    store that sells a couple of food items. If you want anything, buy it, and 
    leave, swimming your way back and going one level up using the elevator.
    Enter the cooking place next to you and insert Cooking Disk B. If you want 
    any cards, grab 'em, and then go up another level more, once again traveling 
    to the outskirts and entering the pipe you revealed. 
    
    This time, when you reach the sign, follow it's advice and flip to 3D, and 
    you'll see another path you should follow to get to another new area, though 
    you will have to become small with Dottie's help so that you can enter it. 
    After entering, head left and go over both gaps, being on the far right 
    before flipping, revealing the nearby stone block to be none other than a 
    yellow block. Destroy it and jump on the red switch, revealing the Heart 
    Pillar. Enter the sixth Pure Heart, and afterwards Nolrem will tell you 
    about the near future. Sounds kinda bad, too. Return to Flopside and buy 
    whatever you need, and if your charm from Merlee ran out, you might want to 
    get it all fixed up again. While you're at Merlee's jump over to her side of 
    the crystal ball and talk to her, and she'll ask you a favor. Agree to help, 
    and she'll ask you to run over to Flipside and the fortune-telling shop 
    there. 
    
    Once you're done, return to Flipside via pipe. 
    
    ---FLIPSIDE---
    
    Well, cook what you want, check out the new arcade game you've got if you'd 
    like, buy some cards and items, rest at the inn, and save. When you've got 
    everything you wanted to do done, run over to the fortune-teller's shop 
    there and talk to Merluvlee. She'll give you the ball, but only if you get 
    something from Bestovius, the guy who taught us to flip to the third 
    dimension, first. Now, I'll tell you the reward for this one, an optional 
    Pixl, isn't incredibly useful. And if you're not trying to get everything in 
    the game, you don't really need him. He also helps with a boss in the 
    future, but it's also possible to defeat the boss without him. This is a 
    rather annoying series of fetch quests that you'll do for him, but it is 
    worth it, in my eyes at least. The rest of the walkthrough is going to read 
    as if you have the Pixl, including the strategy for the boss I mentioned. 
    But if you don't want him, go right on ahead and scroll down to where I 
    start Chapter 6-1's walkthrough.
    
    Go up to the red door and enter it, choosing Chapter 1-1. 
    
    ---LINELAND ROAD---
    
    Simply run right and you'll get to his house, enter and go through the door 
    to find him. Finally! Or not! Bah, we have to go to the mayor of Yold Town 
    now, so use the return pipe.
    
    ---FLIPSIDE---
    
    Simply enter the red door again, this time choosing Chapter 1-2.
    
    ---MOUNT LINELAND---
    
    Run right and up the hills, using both the red and the blue transportation 
    systems and enter the door at the end, heading right and going 3D several 
    times to bypass obstacles and continue your progress, and enter the door at 
    the end after dodging rolling spiky balls. Go right over the bridge, and if 
    you need to, hit the item block for a Shroom, then enter the door on the 
    farthest right of the town to find the elder. Talk to him, and you'll be 
    given something else to relay to a mysterious figure in his dreams. Sigh. 
    Use the return pipe yet again.
    
    ---FLIPSIDE---
    
    Use the red door and enter Chapter 1-4.
    
    ---YOLD RUINS---
    
    Travel all the way to the room where you got the Pure Heart after defeating 
    Fracktail. Everything's unlocked and solved, so it shouldn't take too long. 
    The only thing you'll have to do again is trigger the release of all those 
    spiked balls, and then trigger the trap floor below them so that you can 
    enter a door. If you need more detailed guidance on where to go, use the 
    walkthrough in that section. 
    
    In the last room where you got the Pure Heart, just run around a bit and the 
    ghost that gave it to you will appear. Merlumina, the ghost of Watchitt's 
    dreams. She'll talk about her own problems for a bit, and then chide you for 
    sleeping during her narrative. And again. But then she'll congratulate you 
    for your wonderful thinking skills. Anyway, use the return pipe once you've 
    got the autograph.
    
    ---FLIPSIDE---
    
    Enter the red door and enter Chapter 1-2.
    
    ---MOUNT LINELAND---
    
    Travel back to town, and give the autographed paper to Watchitt, and he'll 
    give you a You-Know-What. Use the return pipe after getting it. 
    
    ---FLIPSIDE---
    
    Almost done, enter the red door and choose Chapter 1-1.
    
    ---LINELAND ROAD---
    
    Run right to Bestovius's house, and give him the You-Know-What. He'll give 
    you the Training Machine. Finally. Use the return pipe to get back to 
    Flipside afterwards. 
    
    ---FLIPSIDE---
    
    Let's seek out the fortune teller's shop on the second shop, and go in to 
    give the Training Machine to Merluvlee. She'll give you the Crystal Ball, 
    about time. Use the pipe to get to Flopside. 
    
    ---FLOPSIDE---
    
    Run over to Merlee's place and give her the Crystal Ball. She'll be so happy 
    that she'll in return give you a Random House Key, after you express your 
    displeasure at the thought of only getting a charm in reward for all of your 
    hard work. Head down to the first floor of Flopside, going 3D to enter the 
    area with the card shop, and unlock the door of the locked building, and 
    enter. Inside there's a large chest, containing a new Pixl, Piccolo! Now, 
    you may be looking at what he does and be thinking to yourself, "Man, I 
    really just wasted a lot of time." And sure, that might be the case. But 
    Pixl has some good functions too. 
    
    He removes curses that Curseyas put on you, except for the ones that return 
    you to Flipside. He gives you the sound effect of jumping from the original 
    Super Mario Bros., and does the same for Bowser's fire breath. There are a 
    couple of blocks in the game that you can only remove with his help, ones 
    with a musical note on them. Piccolo puts Chain-Chomps to sleep, and helps 
    with a boss we haven't encountered yet. So, he isn't useless, he's just a 
    bit odd. 
    
    Go up a floor now and then go 3D, as if you were going to go to the 
    outskirts, but actually flip back to 2D before going on the path, and then 
    head right. When you reach the pipe just hanging in the sky, use Tippi's 
    Wiimote pointing abilities to reveal a series of blocks below it. Enter the 
    pipe. Now run left, and at the end you'll come across an oddly colored 
    block, use Piccolo next to it to remove the block, revealing a chest. Open 
    the chest for a rare card. Now, backtrack and use the pipe to get back to 
    Flipside. Or just use the return pipe. It doesn't really matter.
    
    ---FLIPSIDE---
    
    Go down two levels, and then act again as if you were going to the 
    outskirts, but again stopping short of the path. This time head left, and 
    enter the pipe there, destroying the bricks if you need to. This time go 
    right, and use Piccolo on this odd block to reveal another chest with 
    another rare card. After all of this, there's still a few things you can do, 
    including finding the resident Whacka and getting his stuff, but at this 
    point you probably just want to continue with the game, and I can sympathize 
    with that, so go up to Flipside Tower and enter the newest door.
    
    =============
     Chapter 6-1
    =============
    
    ---SAMMER'S KINGDOM---
    
    After observing the size of the Void here, go right over the bridge, and 
    enter the door. After some talking, you'll be thrown into a fight. Defeat 
    the Sammer Guy and after you're told you're to fight 100 of them, go right 
    and through the door. Rinse and repeat, over and over, but when you reach 
    and pass the 20th gate, the Void will grow even larger than before, with 
    commentary from Count Bleck. He'll also finally confirm that he is, or was, 
    indeed Blumiere, and will lament the loss of Timpani. 
    
    The fighters will leave you be, so hurry along. Eventually, you'll reach 
    the level's star block, at what I think to be the 25th round spot. Hit the 
    star block to end the chapter.
    
    =============
     Chapter 6-2
    =============
    
    -SAMMER'S EARLY DUELS-
    
    You'll be spoken to by the King, and then told to open the chest up there. 
    IT'S A TRAP! But open it anyway, it doesn't do anything. The 'King' will 
    reveal herself as ol' Mimi. 
    
    +-+-+-+-+ BOSS: Mimi +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 25
    AP: 2
    
    Mimi will attack with an array of rubee-involved maneuvers. If you have 
    Barry like you should, great, use him to block the rubees and then move in 
    for the attack. If you don't, Peach's parasol will serve much the same 
    purpose. You can also use Thoreau to grab and throw rubees at her, and once 
    she's damaged enough, she'll flip into 3D, so go right after her. She can 
    be difficult, but by using Thoreau constantly grabbing away her rubees, she 
    won't stand long with that much health.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Keep going, but eventually you'll be stopped by something as small as the 
    planet being destroyed. Nuts.
    
    ---FLIPSIDE---
    
    If you need to stock back up, do so, and then reenter the destroyed world. 
    
    =================
     Chapter 6-2 (2)
    =================
    
    ---SAMMER'S KINGDOM---
    
    Just run right for a while, using Carrie to hurry things along. You'll 
    eventually come across the Pure Heart, but there's a problem with it. Not 
    only with the Pure Heart, but there's another problem too, except for this 
    one is pure awesome, because it's the mysterious Mr. L! He'll grab the Pure 
    Heart, so it looks like it's a fight! 
    
    +-+-+-+-+ BOSS: Brobot L-Type +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: 65
    AP: 5
    DEF: 5
    DEF (Fire): 8
    
    Bowser's fire breath isn't useful here, nor is the fire-based item, but hey, 
    you have to expect the new model to have some improvements, don't you? Most 
    of the attacks are the same as last time, though it can now attack you with 
    it's hands, or even tackle you. The goal here is to use Boomer on his feet, 
    and if you never noticed, you can trigger Boomer early by pressing the 1 
    button, so do so if it's needed. It also shoots missiles. Missiles! After a 
    couple of explosions, Brobot will be destroyed rather handily.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    After the fight, you'll grab the stone Pure Heart, and that's that. You'll 
    also see a confrontation between Dimentio and Mr. L, where Dimentio uses 
    it's foul tricks to defeat the grand Mr. L, and yet promises him that it'll 
    send the heroes along soon enough. A promise of death, or something else? 
    
    ============================================================================
    ------------------------------=== CHAPTER 7 ===-----------------------------
    ============================================================================
    
    Section 2.7: Chapter 7 (SPM007)
    
    ---CASTLE BLECK INNER SANCTUM---
    
    Nastasia tells Count Bleck that both Mr. L and Mimi were insubordinate, and 
    he tells her to go along and discipline them. The Count wonders after her 
    leaving about a possible connection between Timpani and Tippi. Afterwards, 
    there is a serious talk between Blumiere and Timpani, where Blumiere learns 
    that his lover Timpani is gone, and we learn that Blumiere was a member of 
    the Tribe of Darkness, while Timpani was a simple human, and so the union 
    between the two would never have been allowed. Sad.
    
    ---FLIPSIDE---
    
    Use the elevator to get to the second floor, and go to talk with Merlon. 
    After a brief chat, Dimentio will appear mockingly, and then do the same to 
    the party as he did to Mr. L. Can't say that I'm a big fan of Dimentio, to 
    be honest. He says that he sent the group to the next world. Great.
    
    =============
     Chapter 7-1
    =============
    
    -THE UNDERWHERE-
    
    You'll start off with a chat with an informative Shaydes who'll tell you 
    that you're in the Underwhere, where people go when their games are over 
    (die). After the talk, you'll be told to meet with Queen Jaydes to affirm 
    that your game is over. Jump in the fountain to heal up, then continue on 
    your way right, saving your game and going through the door. 
    
    Here, go right and be yelled at, and then go 3D, taking the path on the left 
    to the end, where you should flip to the third dimension to reveal an arrow 
    block you should hit so that you can reach the item on top of the pipe. Go 
    through the pipe after getting it. Give the man four coins to ferry across 
    the river, and at the other end enter the door. Go 3D here to reveal a 
    Shayde that's hidden, and then go up the steps, and at the far right you 
    can talk to Queen Jaydes. 
    
    After a bit of shock on her end, along with a cell phone call, you'll be 
    tasked with finding a Nimbi, Luvbi, for King Grambi of the Overthere. You'll 
    get a door key in return for the stone Pure Heart. Travel back to where you 
    traveled across the River Twygz, and then jump in. There's a large number 
    of floating hands that will try and grab you, but they're really slow and 
    easy to dodge, so there's that. When you hit the bottom, flip to 3D and in 
    the middle of the river floor, you'll find a hole in the bottom, so drop 
    down in it to find a locked door. Hey, we have the key for that, cool. Open 
    the door and enter it.
    
    Swim to the right, and up, ignoring the pipe for now. Push the square block 
    at the top to the right and off the ledge, then follow it down and hit the 
    lever to drain the water out of the pool. If you go 3D here, you can also 
    see a passageway through the tall stone wall to the left. Jump from the 
    block to the pipe up onto the right ledge, and then destroy the three bricks 
    there, dropping back down to release water again. Swim back up and past 
    where the bricks were, and follow the passageway until you reach a dead end. 
    Change into the third dimension here to reveal a continuation of the path, 
    and keep going until you're in the next room. Go all the way right, and 
    when you see another square block like before, flip to 3D so that you can go 
    around it and push it next to the pipe. Flip back to normal 2D after that, 
    and drop down and head right to use the lever to drain the area. 
    
    Go left now, using the square block and pipe as stepping stones, and drop 
    down into the area with the pipe on the left and the brick on the right. Hit 
    the brick to create a ladder up, and then at the bottom flip to 3D to reveal 
    another passageway. Follow it to find a pipe and a room, entering the pipe 
    first to find a row of bricks with a row of coins above it. Go 3D first to 
    find that there are many coins hiding behind the original row, and grab them 
    all before going back to 2D and hitting the bricks for some more coins. When 
    you're done, leave via pipe.
    
    Enter the door on your right, jumping off the ledge to the right to find 
    yourself with three fountains and a high up ledge on the far right. Well, 
    jump in the middle of one fountain, and it will function as a stable 
    platform, jump to the next, and the next, and onto the ledge. Be careful 
    though, you can be carried off the 'platform' by the water flow, so be quick 
    about your jumping. When you land on the ledge, you'll find Luigi! But 
    where's Mr. L? Well, I suppose Luigi will have to work. Once he's joined the 
    team, switch back to Mario and flip to 3D to find an item up here on the 
    ledge. Now get off, switch back to Luigi, and use his super jump to get 
    back to the door we came in here through. 
    
    You'll need to alternate between Mario and Luigi frequently to both reach 
    high ledges and travel through 3D areas, but make your way back to the River 
    Twygz, and swim to the left side, entering the door when you get there. 
    Here, you'll want to go all the way back left, then super jump onto the 
    tallest pipe and enter. In here, super jump into the blue switch, bringing 
    the pipe back down so that you can reenter it. Hop from the tallest pipe to 
    the nearby ledge, and then continue right, until you're at the pipe with 
    three bricks on the right of it, that one you can enter. This will bring you 
    to the background of the screen, where you need to go left to enter another 
    background green pipe, bringing you to another. Now go right, and enter the 
    last. 
    
    Defeat the crazed enemy in here to reveal a chest, holding a card. Backtrack 
    to the pipes in the forescreen, and then continue right, entering the door 
    at the end. Here, just keep jumping past the pipes, as it isn't worth the 
    trouble to defeat the Ice Piranhas, and you can't enter any of the pipes. 
    At the far right is your objective, Luvbi. Talk to her to basically be 
    insulted, then she'll go back home to Mother. With that done, travel back to 
    Queen Jaydes.
    
    She fixed the Pure Heart! Sweet! But, wait, we're dead. Not so sweet. Wait, 
    we're not dead! Sweet! Choose to be sent home, unless you've neglected to do 
    something here.
    
    ---FLIPSIDE---
    
    After some talking is out of the way, it's time to find the seventh Heart 
    Pillar. Start off by taking the pipe to Flopside. 
    
    ---FLOPSIDE---
    
    Once again, travel to the outskirts by way of the gate in front of Nolrem's 
    place, and following the path. Then go left, and down the green pipe. Go 
    all the way right, past the other path, and enter the green pipe there, too. 
    Switch to Luigi, and go all the way left, until you reach the wall, which 
    you should super jump over. Directly left of the tall wall is the Heart 
    Pillar, place the seventh Pure Heart in it. Only one left! Use the return 
    pipe once it's placed, unless you want to do something else in Flopside. 
    Stock up on supplies, do your cooking, and whatever else, save, and then go 
    up to the new door and enter it. 
    
    =================
     Chapter 7-1 (2)
    =================
    
    ---THE UNDERWHERE---
    
    You've been here before, you know what the drill is. Go right and enter 
    the door three times to reach Queen Jaydes, and talk to her. You'll be asked 
    to escort the ever-so-annoying Luvbi back to the Overthere, due to the 
    presence of a fire-breathing monster that's on the loose. Accept, and go 
    through the door, hitting the star block inside to end the chapter.
    
    =============
     Chapter 7-2
    =============
    
    ---UNDERWHERE ROAD---
    
    After a bit of Tippi/Luvbi banter, go right and through the door. You won't 
    be able to see much, but go up two platforms, hit the item block for a 
    Shroom, then jump onto the next ledge. Don't get too close to the left wall, 
    there's an enemy waiting there, but continue onto the right, using the red 
    transportation system to go over a gap. Go up two more platforms here, this 
    time avoiding the right wall, as there is another enemy there. Use another 
    red transportation system up here, jumping up another two ledges and again 
    avoiding a wall enemy to reach another red transportation system, though 
    you should hit the block next to it first. On the other side of the gap, 
    Go right and drop down to find a chest with a card inside. Go back up to 
    where you were before jumping off a ledge, and jump up three times find 
    yourself with another wall enemy on the left, Dark Boos attacking from all 
    angles, and an item block with a Shroom inside to the near left. Great. 
    
    Go left and jump over a small gap to another ledge, jumping up twice this 
    time before going right to find another door. Try and enter it, and you'll 
    be told that it's being held closed by a mysterious force. Well, use Tippi's 
    Wiimote pointing abilities and point at the door, revealing Dorguy the 
    First. Answer the first two easy questions yourself, and if you weren't 
    paying attention at this point, answer the last with '6'. Enter the door. 
    
    Save, and go over to talk to the D-Men in front of the door on the right. 
    Agree to subdue the beast, and enter the door. Go right, and you'll find 
    Bowser, frustrated and more than a little bit confused. After a short chat, 
    he'll call you a backstabber (fireballer?) and attack you.
    
    +-+-+-+-+ BOSS: Bowser +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 80
    AP: 8
    DEF: 2
    
    Can't jump on Bowser because of the spiky head, so you'll want to either 
    use Boomer like you did before, or Cudge, your hammer Pixl. He has the same 
    attacks as before, so watch out for those, and take your time. I suppose you 
    could also use items, but it's a bit of a waste. 
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Afterwards, Tippi will tell Bowser what's going on, and he'll yell at you 
    for wasting his time with fighting while the group could be searching for 
    Peach. Exit the room when you're done, and open the door with the key you 
    receive for beating Bowser. Save again, switch to Bowser, and go through the 
    door. Take the advice of the D-Man who suggested using fire to light the 
    torches along the way. Keep going up, and right after you light the third 
    torch on the way up, go up a couple of platforms and look right, and you 
    should see a green pipe on the right wall. Switch to Mario and jump over to 
    enter it. 
    
    Go 3D as soon as you enter and start collecting coins, because they'll fade 
    away after a short bit of time. If you're good, you can collect more than a 
    hundred coins in that short time. Leave back via the pipe. Jump back left 
    and continue up, and you should soon be at the top, where you should light 
    the remaining torches, and then use Tippi on the door again. It's Dorguy the 
    Second! You actually need to pay attention this time, but here are the 
    answers if you're lazy.
    
    1.) 3
    2.) 2
    3.) Blue
    4.) 4
    5.) Triangles
    
    Enter the door when you're done. Since you don't have a key for the locked 
    door, continue by it and enter the left door. Talk to the first hag you see 
    inside, and she'll send you after a book. Agree, and you'll be teleported 
    there, so just talk to the D-Man and get the book from him, and now you have 
    to backtrack all the way up to the place where the hags were. Talk to the 
    one who sent you and give her the book, and you'll get the door key in 
    return.
    
    Now, talk to another, and she'll want you to talk to another D-Man about 
    some shows. Bah. Talk to the D-Man you're sent to and work your way back up, 
    and when you get back the hag will tell you to use music to put the 
    Underchomp to sleep. Hey, Piccolo. I told you that he'd be useful against a 
    boss. If you want to, you can talk to the last one, but all she'll do is 
    tell you about how she lost out on a battle of love for Grambi, and then 
    scream, "Thanks!" at you. Not worth it. Leave the door and unlock the middle 
    door, entering it.
    
    In here, light some torches with Bowser, and then super jump with Luigi up 
    to the higher platforms, heading right until you have a choice between going 
    below or above some steps. Choose to go above the steps, and then you'll 
    need to alternate between Luigi's jumping skills to get above rolling spiky 
    balls and Bowser's fire breath to light torches. At the end, activate Dorguy 
    the Third. Rut ro, this isn't a series of easy questions at all!
    
    +-+-+-+-+ BOSS: Underchomp +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ?? (20 each?)
    AP: ??
    
    This isn't a normal battle, it's turn-based. So start off by using the Pixl 
    command and choosing Piccolo. If you never got him, you can also use Cudge. 
    Once they're all asleep, use Cudge to attack each one in succession, and if 
    they wake up, use Piccolo again. They should never get in an attack.
    
    E-mail Note: On Super Paper Mario, when versing the Underchomp, you can beat 
    it in about 4 turns, first, you put them to sleep, then while using Bowser, 
    you use Thudley, and no matter which on you use it on, it SHOULD kill it in 
    1 hit. - John Smith
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    When you're done with the fight, enter the door. Run right here and hit the 
    star block to end the chapter.
    
    =============
     Chapter 7-3
    =============
    
    ---OVERTHERE STAIR---
    
    To start off with, just jump up from cloud to cloud, making sure to take 
    note that you can jump through clouds, unlike solid platforms. Eventually, 
    you'll have to ride a moving platform, and from there you should find 
    yourself to a cloud with the number '14' written a bit above it rather 
    artfully, after using Luigi's super jump. Change into the third dimension on 
    this cloud to reveal the presence of a pair of arrow blocks, which you 
    should hit, so that you can get onto the cloud above you. Use the bouncy 
    cloud with eyes to bounce a good ways up, or just use Luigi and his super 
    jump. If you do the latter, along the way you'll encounter a slow flower, 
    which will give you some extra points. Anyway, when you reach cloud 19, use 
    that bouncy cloud to go higher. 
    
    Landing on cloud 20, enter the door. Here, go right and hit the item blocks 
    for a fast flower and a large number of zombie Shrooms, or just bypass it 
    altogether. Go up a few clouds and save, and then continue on, stopping at 
    cloud 25 to go onto the cloud to the right, passing the two enemies for a 
    chest with a card inside. Keep going after that, and when you reach cloud 
    29 ride the platform with coins above it left, jumping from it to the cloud 
    with the door and sign on it, cloud 30. 
    
    Go right and defeat the two enemies, hitting the two coin blocks, and using 
    the bouncy cloud. Ignore the door for now and keep going up. You'll see some 
    indestructible blocks to be used as stepping stones, run around them to the 
    left to find a chest with a card inside. When you reach cloud 37, go 3D to 
    reveal a trail of coin blocks. Use it to reach the next cloud, using Luigi's 
    super jump on the cloud you reach to get to cloud 39. Go up some more, and 
    you'll reach the next door. 
    
    Go up the closest clouds and then onto the moving platform to the left of 
    them, riding up to cloud 43 and getting off, saving and entering the door. 
    Go left, and you'll find Peach, but she's asleep! Go up the clouds and when 
    you reach cloud 46, enter it to find a tree with Red Apples. Use Boomer to 
    knock one down and pocket it, then leave. 
    
    Continue up to cloud 50, and enter the door there. 
    
    Up here, switch to Luigi so he can super jump onto the cloud above you, then 
    get up to cloud 52, using the moving platform on the right of it to reach a 
    cloud with a sign saying 'Black fruit hither'. This is a clue telling you to 
    switch to 3D here, so do so. This will reveal a path to the right that you 
    should follow that leads to a door you should enter. Knock down a Black 
    Apple from the tree with Boomer, and then return to Peach's area, giving her 
    the Black Apple. She's awake! After some more talking, climb back up to 
    Stair 5. 
    
    When you get to cloud 54, switch to Peach. Jump from the highest blocks you 
    can and float to the right, and you should be able to reach the next cloud. 
    Use the series of bouncy clouds to get all the way to cloud 60, and enter 
    the door. Here there are some different enemies from what we're used to in 
    this chapter, so be ready for that. Continue your progress up the clouds, 
    being sure to stop at cloud 68 for an item, and then farther up to cloud 69, 
    where you can also find a chest on it's far right side. Jump from there to 
    cloud 70, where you can enter the door. 
    
    Go left and flip to 3D when you see the coin blocks, you can find a hidden 
    item block next to them with a blue Shroom inside. Then start your progress 
    up, it shouldn't take long. You'll notice a chest on a cloud before cloud 
    75, open it for an item. Go all the way left on cloud 75, and you'll find a 
    newborn cloud, Cyrrus. He'll ask for something to make him bigger, give him 
    the Red Apple. Go left of 'Super' Cyrrus to hit the blue switch, making a 
    pipe to the cloud outside of where Peach was. Great. Jump on 'Super' Cyrrus 
    to fly up through space, and then back down again to cloud 80. Flip to 3D 
    for a quick second to collect some hidden coins, then enter the door. Use 
    Peach to get across the long gap on the right, and then hit the star block 
    to end the chapter.
    
    E-mail Note: On 7-3, you pass through three or so "pavillions" at the very 
    end of the level. Use Luigi's superjump to get on top of the second to last 
    one, where there is a chest containing a gold bar. If you do the same thing 
    on the last one and fall down the other side, there is a chest containing a 
    zombie-shroom card. - Mike
    
    =============
     Chapter 7-4
    =============
    
    ---THE OVERTHERE---
    
    You want to go right here, over the gaps, past the enemies, and around the 
    pillars, though you'll need to use Peach's floating abilities to get over 
    one gap. Enter the door on the far right. You'll be greeted by a cry for 
    help. A pair of thugs are attacking a poor Nimbi. After you defeat them, 
    talk to it to learn that the Overthere is being attacked. After you get the 
    key, go right, jumping over pillars and enemies alike until you reach the 
    end, hitting the item block on the far right for some little guardians, who 
    you will almost immediately ditch by super jumping as Luigi up the clouds, 
    moving farther up until you reach a floating sort of building, which has a 
    Nimbi, named Blubi, who is apparently trapped within some sort of block ice. 
    
    Use Bowser's fire breath to thaw him out, and he'll show his appreciation by 
    having Amnesia. Great. Remember him as you drop off the ledge to the left 
    and go back through the door. Jump onto the pillar on the left of you and 
    jump from that pillar to the coin block, and from that block to the next 
    block above you, and from that to the next, and then onto the cloud, going 
    right to find a locked door you should unlock and enter. 
    
    Go right and past a locked door, saving along the way until you see an arrow 
    block. Hit it and then go 3D, jumping on top of it to hit a coin block. 
    Switch to Peach and float over to the right, and you'll find Fallbi, a Nimbi 
    with a frozen husband. Switch to Bowser now and use your fire breath again 
    to thaw the ice, this time netting you a sort of elevator. Go left, back 
    over the gaps using Peach, and talk to the husband you saved and he'll ask 
    you if you want to go up. Say yes, and ride up, jumping right when you get 
    the chance and unfreezing the two hapless frozen Nimbi along the way as you 
    go through the door at the end. 
    
    Go right and unfreeze everyone along the way, the last being Whibbi, another 
    Nimbi that'll reward you, this time with information. We have to find three 
    orbs to rebuild the bridge. ...Another fetch quest. Chapter 7 was really 
    when Intelligent Systems hit their creative peak on level design. Really. 
    Go back through the door and take the elevator down, going left to the 
    locked door, which you should unlock and enter. Go right and hit the red 
    block to move the structure you're in, going 3D when you arrive so that you 
    can go left and behind the structure, entering the door behind the other 
    door. 
    
    Here, use Peach to go right across the gap, and then you'll watch a short 
    scene. Talk to Rebbi after the fight to get the Red Orb. Two more! Go back 
    left across the gap, going back through the door, too. 
    
    Now go right, around the corner and then left again, so that you can now 
    enter the door on the forescreen. Do so. Now go right, here, beating up the 
    Boomerang Bros. while hitting the bricks and item blocks, one of which holds 
    a slow flower. At the end, we'll find a person, Maybi, who's faking sleep. 
    Can't wake him up yet, but after finishing Chapter 7 we can come back and 
    have a word with him. Go back through the door. 
    
    E-mail Note: In chapter 7-4, in the place with the person you have to wake 
    up (I haven't yet), there is a secret item block with a coin flower in it. 
    On the middle arch thing, super jump from the middle-right part of it, and 
    you should hit the block. - Josh
    
    Go left now, super jumping on top of the moving structure and then jumping 
    on the roof of the structure that we were just in, which has a Shooting 
    Star on top. Ride the moving structure back to the left using the red block, 
    and then go left past the door, jumping onto another cloud here using Luigi. 
    Super jump twice to reach the top cloud, and then enter the door there. In 
    here, go right, onto the middle pillar, and super jump into the two blocks 
    for a Shroom and a coin, then come back left and flip into 3D in front of 
    the sign, revealing a path. Follow it, and then hit the item block on the 
    left for one of those stars that make you a giant. Run left and take just 
    about everything out, and then flip to 3D again at the end, revealing yet 
    another hidden path, this time going left, then head right at the end of 
    it to get to a building. 
    
    Knock on the door, and tell him you're a monster. It's Yebbi! After 
    admitting his cowardice, he'll give you the Yellow Orb and run off. Follow 
    after him and go back through the door you came in. Drop off the ledge on 
    the right, here, and then drop into the gap on the left, and you'll land on 
    a cloud, one with a pipe on it! Enter the pipe to find a trail of coins that 
    triple when you enter the third dimension, and if you super jump twice with 
    Luigi up, you'll find a pair of chests holding a pair of cards. Go back 
    through the pipe, and then go right, entering the door.
    
    Go left and over the pillar here, entering the door on the left. Now you 
    want to drop down and enter the door on the right past the pillars. Now 
    travel back up to the guy who has amnesia, Blubi. He'll give you the Blue 
    Orb. Woo, we've got all three! Return to Whibbi, who'll tell you to put the 
    Orbs on the pedestal to the right. Jump on and place all three, then follow 
    the bridge over the gap, entering the door on the other side. Now, go right, 
    and you'll soon encounter an army of enemies. But Rebbi's here, and he's 
    got them covered. I thought he was awesome. Not quite Flint Cragley or 
    Mr. L, but none of us are that great. Go under the battle, avoiding the few 
    enemies left, and run up the stairs to find an item block with a green 
    Shroom and a save block, both of which you should use. Enter the door. 
    
    +-+-+-+-+ BOSS: Bonechill +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: 80
    AP: 4
    
    Now, Bonechill's got a couple of attacks, like spewing ice, and can only 
    be damaged by attacks to his head. You can finish this fight in under half 
    a minute, super jump with Luigi and land on Bonechill's head, and then 
    bounce off the ceiling back onto his head, and repeat until he's done. He's 
    a really easy boss. But hey, he shoots ice bullets. That's kinda cool. A 
    little. Nah.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    After a bit of family arguing, you'll have the Pure Heart, though the means 
    to acquire it were somewhat distressing. Thy Count shalt suffer for his 
    crimes!
    
    ============================================================================
    ------------------------------=== CHAPTER 8 ===-----------------------------
    ============================================================================
    
    Section 2.8: Chapter 8 (SPM008)
    
    ---CASTLE BLECK INNER SANCTUM---
    
    After a bit of intrigue, and a short argument between Nastasia and Count 
    Bleck, the transformation from Blumiere to Bleck is revealed in the tales of 
    Timpani and Blumiere.
    
    ---FLIPSIDE---
    
    We're brought back to Flipside, where Tippi cries to the heavens and 
    frightens the other party members. During a chat with Merlon, Tippi also 
    seems reluctant to consider the idea of finishing Count Bleck to stop the 
    prophecy. First thing we need to do though is put the Pure Heart in the 
    Heart Pillar, so use the pipe to get over to Flopside.
    
    ---FLOPSIDE--- (Plus other areas)
    
    Travel to the outskirts, but instead of taking the usual left path, go 
    right. You'll find the Heart Pillar has revealed itself at last. Place the 
    final Pure Heart in it's resting place. This creates a door to the Flopside 
    Black Tower. Now, before we go, there are some things we'll want to get out 
    of the way, not the least of which is saving.
    
    If you want some quick coins, run on over to Chapter 1-2 and buy up all of 
    the Life Shrooms you can, cooking them in Flipside and selling them for just 
    about double what you paid. This'll also help you get a good deal of shop 
    points. For normal points, you can exploit the pipe in Chapter 5-4 that 
    spouts out Floro Sapiens constantly, using Bowser's fire breath. Now that 
    you've got a good supply of coins, buy up some of the premium items at the 
    Flopside item shop, and in most of the cases, you'll want to cook the item 
    for even more effect. Get a few Life Shrooms for back up, and have the rest 
    be mostly high-quality healing items. A couple of offensive items can't hurt 
    either, so throw them in there. 
    
    E-mail Note: In 5-2, go to the area with the Amazee Dayzee. Injure it to the 
    point where one more jump will defeat it. Then wait until the little beetles 
    get nearby. Then what you do is get the Amazee Dayzee into 2D, and jump on 
    it, killing it. MAKE SURE TO HOLD DOWN THE JUMP BUTTON when you jump on it, 
    so it launches you into the air. Keeping the jump button held, bounce off of 
    the beetles, killing all of them. You will get 3000 for the dayzee, and 
    another 3000 for each bounce of the beetle. There are 3 beetles, which take 
    3 bounces to kill, so if you get them all, that's 30000+ exp in about a 
    minute (do some stylish moves in between for more). Then just go back to the 
    door you came in, then go left and jump in the 2nd pipe you find. This will 
    make the beetles & Dayzee respawn. Then you can go back and do it again. 
    Each time you kill the Dayzee, you will do more and more damage until it 
    only takes one bounce to kill it, making this trick a lot easier. 
    
    Once you practice a little bit, this trick is as effective (maybe even more 
    so) than the Floro Pipe Method. Plus, if you bring a lot of Catch Card SP's 
    along, you can get a ton of Amazee Dayzee cards worth 300 coins apiece. It's 
    much more complicated than the Floro Pipe Method, but far less boring. 
    -Kellyn
    
    Now's a good time to work at getting enough tokens at the arcade for some of 
    the permanent power ups, your choice on what to pick. Card collecting might 
    be a good idea, though there's plenty of time for that in the postgame. You 
    can also go through the Pit of 100 Trials in both Flipside and Flopside, and 
    if you go through multiple times on the Flopside Pit you can rack up some 
    serious benefits, so if you have spare time, consider going through. If you 
    want to check out some of the benefits of going through the Pits, take a 
    look at that section of the FAQ. 
    
    I mentioned Whacka a while ago, so I'll tell you about him now. Whacka is a 
    mole that you can find in Chapter 5-1 by going right from the starting spot. 
    You may also notice a tiny building that you can enter using Dottie right 
    next to where you start, that's this area's Itty Bits. Keep going right past 
    it, and at the door near the end, flip to 3D and use Dottie, and you should 
    see a tiny hole that you can enter. Now on the other side, enter the first 
    green pipe, and flip to 3D when you're inside, revealing a lot more coins. 
    Leave through the other green pipe. 
    
    Outside of the pipe, jump to the right and you'll be greeted by a pleasant 
    blue Mole, Whacka. Talk to him, and then jump on his head for a Whacka Bump. 
    It heals for 30, but better yet, when it's cooked it sells for 200 coins. 
    Sweet! Reenter and leave the pipe, hitting Whacka again and again for more 
    and more Bumps. Eventually, he'll be gone for good, so if you want to avoid 
    that happening, stop once you've got six Whacka Bumps, because the seventh 
    one does him in, and he leaves to escape the torment. It's also fun to read 
    how his welcoming messages change as he accumulates brain damage. Once 
    you've done that, flip to 3D and drop to the left, opening the chest there 
    for Cooking Disk G. Use the return pipe to get back to Flipside.
    
    Now, once again, go through the checklist. 
    - Am I at full health?
    - Have I done the Pit of 100 Trials (if I want to)?
    - Am I fully stocked with high-quality healing items, and a few reviving 
      items? 
    - Can any of my items be cooked for greater efficiency? 
    - Have I used my tokens at the arcade (don't have to, only if you can 
      get some of the stat boosting items, they carry on to postgame)?
    - Have I bought and searched for the stuff hidden with treasure maps? (also 
      optional)?
    - Is there anything, anything at all that I can think of that I haven't done 
      but should do?
    
    If you're ready, go up to the Flopside Tower, and have a talk with Nolrem 
    and Merlon on the fate of all worlds, ending with you entering the final 
    door.
    
    =============
     Chapter 8-1
    =============
    
    ---CASTLE BLECK ENTRY---
    
    A bit of prelude with a gaze upon the castle, and go to the right, flip to 
    3D to reveal the door, and enter. You'd think he would have a lock or 
    something. No matter, continue right, facing elite Koopas that use should 
    use either Boomer or Cudge on, and teleporting spell-casters, whose movement 
    you can follow if you're in 3D, by looking for light circles on the ground. 
    Enter the door on the far right. In here, defeat the trio of normal Goomba 
    before climbing the first set of stairs, defeating the Boomerang Brothers 
    and then entering the first door you come across. 
    
    In here, go left and defeat all of the enemies, including a pair of the 
    elite Koopa, who are really easy to defeat if you just walk up behind them 
    and clobber them with Cudge. They won't even react. Leave the area when you 
    are done. Go up the next flight of stairs, defeating another pair of 
    Boomerang Brothers, to reach a door that you should enter. You'll encounter 
    both a Mister I and a Red I here, the 'eye' enemies that you can't kill and 
    shoot laser beams. Terrific. On the other end of the room is a locked door, 
    but directly above the enemies is a door on a high platform that you can 
    reach using Luigi's super jump. Enter the door.
    
    No enemies in this room, start off by going left and again using Luigi's 
    super jump move, reaching the tall ledge to find two chests holding two 
    items, and then go to the far right side and for a third time super jump to 
    get up to the high ledge. Now switch to Peach, floating over right to reach 
    another ledge with a pipe, enter the pipe. Defeat a single teleporting 
    spellcaster here, and then go through a series of normal and 3D Soopa 
    Strikers to reach a chest on the far right end, holding a key. Go back 
    through the pipe and float to the left edge, dropping down to pass through 
    the door just to drop down off that ledge to go right, unlocking and 
    entering the locked door. 
    
    Another enemy-filled corrider, switch your Pixl to Boomer, and run directly 
    in front of the enemies.The bones they throw are thrown at a high curve, so 
    if you're directly in front of the enemies, they'll miss you completely and 
    you can both set and detonate Boomer, completely destroying the enemy. There 
    is also a Heavy Curseya there, who makes you, well, heavy. Can't jump. Too 
    bad. If you do run into it, use Piccolo or a curse-negating item to remove 
    the effect. Farther on are some flying Magikoopa that shouldn't be too hard 
    to take down. Beyond them are more Dull Bones, use Boomer, a Tech Curseya 
    that keeps you from using skills for a bit, and even a trio of Gawbus. 
    Defeat them all and enter the door at the end of the corrider. 
    
    In here is another teleporting spellcaster, and a pair of Fire Bro on the 
    first flight of steps, and another on the second, not to mention a number 
    of elite Koopa. It's really easiest to just use a combination of flipping to 
    3D and Dottie to defeat the Fire Brothers, they're pretty difficult when 
    you're going up hill. Inbetween stairs, note the odd pattern of lit up 
    torches. The second, third, and fifth torches are lit. Keep that in mind. 
    Go up the second stair set, defeat the elite Koopa, hit the item block for a 
    green Shroom, and enter the door. 
    
    Save, and when you go right you'll find yourself with five unlit torches. 
    Uh huh. Switch to Bowser and light the second, third, and fifth torches, 
    just like the last room's clue showed us, to reveal both a door and blocks 
    leading up to it. Jump up the blocks and enter the door, which you have to 
    flip to 3D to open. O'Chunks! 
    
    +-+-+-+-+ BOSS: O'Chunks +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ??       
    AP: ??
    
    Bowser will take the lead on this one, and it's really a simple match. He'll 
    either try and jump on you, or fly into the air and try and land on you. 
    Keep moving, and when you get the opportunity after a failed jump, blast 'em 
    with fire, and when his head is lodged into the ground after a failed sky 
    jump, jump on him, or get him with fire, your preference.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    After the fight, O'Chunks will again ask for his life to be taken with 
    dignity, which Bowser will start to respond, until the ceiling comes down. 
    Really. It looks like the group will be crushed by the weight, but O'Chunks 
    has got it covered! Bowser, not letting his earlier enemy hold the weight 
    alone, tells the rest of the group to go on ahead, which they reluctantly 
    do. After going through the door, you hear a muffled thump sound, and you 
    can't open the door. Nuts. Well, nothing you can do now, go right and hit 
    the star block to finish the chapter. 
    
    =============
     Chapter 8-2
    =============
    
    ---CASTLE BLECK FOYER---
    
    More discussion, this time around the suicidal tendencies of the Count. This 
    is a common enemy corrider, so go right, defeat the Zoing-Oings, the Red Is, 
    the Cursya, the Blastboxers, to eventually reach the door on the far right, 
    and enter it. Well, I know I'm not suspicious or anythin-GASP! A TRICK! 
    That's terrible, simply terrible form, Mimi. Well, nothing to do about that 
    now. Go to the right and use Boomer on the crack to blow it open, then go 3D 
    to enter the hole, entering the pipe when you're in. Flip to 3D, and in this 
    new room you'll find an item. Go back through the pipe you entered, and go 
    into the room on the left. 
    
    Here, flip to 3D, dodging both spinning flame wheels and teleporting, 
    spellcasting enemies to reach a red block. Hit it repeatedly, at least six 
    times, and then go back through the door. The way this works if, the pipe 
    that you can see down here is connected to a number of different pipes. 
    Every pipe it's connected to, except for the one on the far left, brings you 
    to the room we found the item in. Nice, but it's a dead end. Now, the red 
    blocks in both the room on the left and the right moves the pipe, the room 
    on the left moving it left once for each hit on the red block, and the room 
    on the room doing the same, but moving it right. Since we already have the 
    item, there's no point in going into the left room, except for a few enemies 
    you'll want to use Carrie against to defeat, along with using Carrie to go 
    across the spikes. When the pipe is on the farthest left it can be, enter 
    it. 
    
    You'll find three chests here, one of which holding a key, another with a 
    Life Shroom, and another with a common item. Change into the third dimension 
    now, and you should see a hole in the floor you should drop through. You're 
    back in the room with the trick block! Well, unlock the door on the right 
    and enter it. More stairs, you'll note that nearly every enemy here except 
    for the stronger Goombas can flip dimensions. You're confronted with some 
    slightly stronger Goombas, defeat them and then head up the first staircase, 
    defeating the Hammer Brothers as you go. Enter the door between staircases. 
    
    A trio of different Curseyas are here, defeat each carefully and patiently, 
    then go to the far right and flip to 3D, revealing a hidden path. Follow it 
    to get an Ultra Shroom Shake, which is a rather nice healing item. Go back 
    to the door and enter it. The next set of stairs has Fire Brothers, so 
    you'll probably want to repeat your usage of Dottie for that. A pair of red 
    Koopa at the top finish things up, enter the door at the end. Go to the 
    very end right of this area to save, and then head back to the door, but 
    don't enter it. 
    
    Now, once again we both know it's a trap. But since that door is locked, and 
    we don't have a key to open it, we also don't have a choice. The first 
    Shroom trap leads you to a pit with three enemies that you have to use 
    Boomer on with no reward besides points from beating them. Much the same for 
    the second Shroom trap, except when you fall you'll probably be hit with a 
    status effect by the assembled enemies. In the third Shroom trap, flip to 
    3D as fast as possible to reveal one of the enemies that clones itself. Take 
    it out quick, and you'll get the key for the locked door. Use the pipe to 
    get back up, save, then unlock and enter the door.
    
    Merlee? Oh, come on. Well, we can work this to our benefit. She'll ask you 
    three things that are hardest for you to defeat, if you really want a fight, 
    choose one of the enemies, if you want a free Ultra Shroom, pick that. For 
    the second and third questions, it's much the same, if you want fights, pick 
    the enemies, if you want items, pick the items. For the last though, if you 
    have any Catch Cards, you might want to avail yourself of this chance to 
    catch an Amazy Dayzee, but if you want something a bit funnier, you can pick 
    Francis, since by now he's incredibly easy to defeat. It's really not worth 
    choosing the Cooking Mistake, but if you want to, you can. Go through the 
    right door when the questioning is done. 
    
    In the next three rooms you go through, you'll find whatever you chose, so 
    do what you must, and if you chose Francis for the last, enjoy the new 
    quotes. By the time you've finished whatever you chose, go through the door 
    on the right. 
    
    +-+-+-+-+ BOSS: Mimi +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ??
    AP: 4
    
    She's got the same stuff as last time, except for a move that rains down 
    rubees like nobody's business and being faster. You're forced to use Peach, 
    so if you're not a big fan of her, that'll be annoying. Here's your strategy 
    for Mimi: Use Thoreau's throwing ability to hit her off the ceiling using a 
    rubee, then jump on her while she's on the ground. This'll disorient her, so 
    hit her again to make her lose a leg. If you can catch her while she's 
    trying to get onto the ceiling, so much the better. When she does a move 
    outside of what I told you here, just ride it out by pressing down on the 
    d-pad. Do this six times to defeat her.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    You'll lose Peach now, due to her trying, and possibly failing, to save 
    Mimi's life. Sheesh, I'm not seeing a pattern at all. Run over right and hit 
    the star block to end the chapter.
    
    =============
     Chapter 8-3
    =============
    
    ---CASTLE BLECK INTERIOR---
    
    Go right, defeating an entire array of enemies, though most of them are from 
    Chapter 7. There's a fast and slow flower here, but it'd probably be best to 
    ignore both of them for now, because you really can't take the extra damage 
    you'd get while dashing about, or being too slow to dodge. Enter the door 
    on the far right when you're through. There's a trio of the pig enemies from 
    Chapter 4, the ones that you have to jump on three times as they become 
    faster and small each time. You'll also have yellow circles thrown at you, 
    don't jump on them, you'll still be damaged by them, just dodge as well as 
    you can. Enter the door on the right when you're done. 
    
    But, wait, you're back in the same room as before! Ah ha, you are, so there 
    is a secret behind this room! Switch to Luigi, and super jump near the first 
    door. A ledge! You'll find a pair of enemies up here, and they were the ones 
    shooting the yellow circles at you! Not cool, guys. Switch to 3D to get 
    around the barriers they create, and then flip back to 2D right next to 
    them, jumping on them to defeat them. There's only two up there though, so 
    once you've got 'em both, hop on down and enter the door on the right. 
    
    Rut ro, it's Dimentio! Doesn't seem to want to talk though, just wants to 
    shoot energy bolts at you from the mirrors! You'll notice though that a few 
    of the mirrors in the room don't shine every couple of seconds. Flip to 3D 
    and jump through the mirror over the first gap, it's one of the ones that 
    don't shine. It's a secret entrance! Go right to collect an item from a 
    chest, then take a long walk left to get a key from another chest, jumping 
    through the nearest mirror to get back to the front area. But when you jump, 
    make sure to press either left or right, that way you don't land in the gap 
    and get damaged! Run right and unlock the door to enter. 
    
    In here, hit the first item block for a Shroom, then go up the stairs and 
    defeat a pair of Boomerang Brothers, hitting the item block between stairs 
    for a happy flower, which'll rain coins from the sky. Avoid jumping too 
    close to the right set of stairs though, you might get clipped by a stray 
    boomerang. Go up the next flight of stairs and do the same, but don't hit 
    the item block at the top, it's a zombie Shroom. Now, drop all the way back 
    to the bottom and flip to 3D to reveal a path between stairs. Defeat all of 
    the normal and 3D Soopa Stikers here, and then go through the door at the 
    end. 
    
    Defeat the normal and 3D teleporting spellcasters here, and then use Tippi's 
    Wiimote pointing abilities on the blocks with an x on them. If it doesn't 
    light up, don't hit it. Use this process of elimination, along with Luigi's 
    super jump, to decide what blocks to hit and what ones not to hit as you go 
    from room to room. You'll also have to defeat spellcasters along the way, 
    too. In one room, it appears that the door is already there, but hit the 
    right block anyway, it'll turn out to have been a trick. In the last room, 
    instead of a glowing block, you have to flip to 3D to reveal numbers on the 
    side of the blocks, denoting what order you hit them in. Hit them in the 
    right order to reveal a chest holding a key. Backtrack to the room with the 
    locked door, and unlock and enter it. 
    
    Go right here, defeating all of the ground enemies, then go back to the 
    door you came in through. Flip to 3D here, and you'll find arrows on the 
    walls telling you the route to take. Follow it, while also taking out the 
    enemies over the top platforms, to eventually be led to the door, so enter 
    it. Another mirror room! Again, we have to find the mirror that isn't 
    shining in this room constantly. Continue forward until you're on the 
    platform with the second red stretchy enemy, whom you should dispath, then 
    flip to 3D and enter the mirror that's directly over this platform. Whoa, 
    there's Dimentios everywhere! Pull out trusty ol' Cudge and whack 'em all 
    away, until you eventually find a chest with a key in it. It's on the right 
    side of you while you're in 2D, along with an item block that holds a blue 
    Shroom. Don't worry, the Dimentio aren't infinite. On the left side are 
    another blue Shroom and an item. Go back through the mirror and go all the 
    way to the right side of the room to find the locked door and a save point. 
    Save, and then unlock and enter the door. 
    
    Dimentio, of course. It'll talk to you for a bit, and then tell you to come 
    and get it. Use Fleep on the space rift, revealing a blue switch you should 
    hit to transport the group after Dimentio. Follow after him, and when you 
    reach the door at the end, you should see a space rift to the left of it. 
    If you can't find it, flip to 3D, it'll make it more easy to see. For the 
    next area, the space rift is at the same closet where we found the stash of 
    one million rubees. Then, just swim left, and you'll eventually run into it, 
    a bit above the ocean floor. In space, go up and right, eventually flipping 
    to 3D to reveal a narrow path past the green door, then jumping down, and 
    finding the space rift right above the gap from the ledge you're on. For the 
    Cragnon world, go right, until you run into the dinosaur-like enemy, then 
    change to 3D to reveal a path to the left. Follow it, then go left at the 
    end in the next area to find the space rift. In the whiteness that's left of 
    Sammer's Kingdom, just go right until you find it. For the last area, just 
    get to the top and use Fleep on the middle of the door, the space rift is 
    hiding there. Refuse his offer, of course. Game over if you agree, so, for 
    the sake of not redoing all of those space rifts again, don't agree.
    
    +-+-+-+-+ BOSS: Dimentio +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ?? (90?)
    AP: ??
    
    You don't have Pixls for this, but you don't really need them. Dimentio will 
    either attack himself, using the three magic ball attack, use a single magic 
    ball attack at long distance, or clone himself while doing any number of 
    these things. Just keep jumping on him, and if he's too close to the 
    ceiling, super jump, and you might just get some bouncing started. Shouldn't 
    take too long.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Dimentio will apparently kamikaze himself, taking Luigi with him. I sure 
    didn't see Luigi joining the ranks of missing party members. Nope. Not at 
    all. This chapter doesn't have any patterns at all, nope. Go right after the 
    talking and hit the star block to end the chapter. 
    
    =============
     Chapter 8-4
    =============
    
    ---CASTLE BLECK INNER SANCTUM---
    
    Here we go! Start off by going through this hall, defeating all of the 
    enemies and collecting the two normal Shrooms from the items blocks in the 
    middle. Enter the door on the far right once you're through. Defeat the two 
    teleporting spellcasters here, one normally, the other in 3D, then use 
    Tippi's Wiimote pointing ability on the right side of the room to reveal a 
    door, probably exactly where you'd expect to find a door. In here, you'll 
    find a large number of platforms moving up and down constantly. They blend 
    in a bit too well for my liking with the background as well, so be careful 
    where you step. There are a few enemies flying around, but nothing to cause 
    you trouble. When you're trying to jump right and can't, because there's a 
    wall in the way, flip, and you should be able to jump directly to the next 
    block, around the wall, which you'll need to do twice. Enter the door at the 
    end. 
    
    Now, there is a series of different platforms going either up or down, and 
    you need to jump quickly from one to the next to survive. Once you reach a 
    stable spot for the first time, flip to 3D to reveal a hidden pipe on the 
    left that you should enter. Now flip to 3D down here and go right, you 
    should see a tiny opening near the floor on the right wall, and if you use 
    Dottie you can go through it to find a chest with a key on the other side of 
    the wall. Go back, and back through the pipe. Continue going right, and you 
    will eventually make it to a locked door. Unlock it and enter. 
    
    In this enemy hall, you'll find mostly Mega Muths, with 200 health and 8 
    attack, you don't want them to ever get around to attacking you. Ever. 
    There are also some in 3D, but it's really not worth going after them, too. 
    At the end of that terrible hallway, enter the door. Defeat the enemies in 
    this hall, then flip to 3D near the door, and you should see on the right a 
    way into the next hall over. Defeat the enemies here, and then do the same, 
    and the doorway will be directly across from where you just got in through. 
    Do this again, and once more after that, and in the last room you should 
    find a chest with an item at the end of the hall. Go back to the previous 
    hall, and at the end, enter the door. 
    
    Defeat all the enemies in this hall, then go to the end, flipping to 3D and 
    then going through the left doorway. Eventually, you'll get to an actual 
    door, which you should enter. In here, ignore the first 3D door to the 
    right, it's only got three teleporting spellcasting enemies. In the other 
    3D door to the right, pass through into the next hall, and then into the 
    closest 3D door. The chest here contains an Ultra Shroom Shake, a nice 
    reward, and the area holds three teleporting spellcasting enemies. Go again 
    right, this time through the door farthest from the chest, and right again, 
    and then go far right in this hall to the door, entering it. We're through 
    the stupid maze! Yay! I know that was really hard to follow, but it's really 
    one of those 'blind' moments where you have no idea where to go, so I just 
    told you the route I took. There's probably a shorter path somewhere, but 
    this one nets you an Ultra Shroom Shake, so that's okay. 
    
    Now, go right and up the stairs, and you'll see an item block, which holds 
    a green Shroom, and a save block. Hit both, and prepare yourself. Enter the 
    door on the right. And here we are. After a heartfelt plea from Tippi, 
    Timpani, Count Bleck's, Blumiere's, lover, the battle begins. 
    
    +-+-+-+-+ BOSS: Count Bleck +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: 150
    AP: 8
    
    The Count has numerous attacks, trying to suck you into a maw, throwing 
    things at you, even trying to run straight through you, all while flying 
    around. You can't hurt him immediately, he has a shield. Eventually, though, 
    your friends will arrive, and the Pure Hearts will remove his shield. Time 
    for him to go down! Peach and her parasol's floating can be effective here, 
    but so can a lot of things, and by now you know who you've got an affinity 
    for, so use that person. Bleck can now slow down the entire area, and also 
    create a huge maw that'll try and suck you in, which you can counteract by 
    running in the opposite direction of it. 
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    After a moving bit of talking between Tippi/Timpani and Bleck/Blumiere, the 
    moment is shattered when Nastasia yells at the Count to watch out and takes 
    an energy bolt in the back for him. Dimentio! He's even got Luigi under his 
    control...Time to fight!
    
    +-+-+-+-+ BOSS: Super Dimentio & Mr. L -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: ?? *200?*
    AP: ??
    
    Oh, that wacky Mr. L, you just KNEW he was coming back, too amazing a 
    character to neglect, really. So, the final boss's entire attack strategy 
    revolved around shooting off missiles. Bah, there's another shield, though. 
    Run around until your allies arrive, and once the shield is down, go in for 
    the kill. Keep jumping on the head with whomever you'd like, though Peach 
    again is a good choice, because of her floating abilities. Slim's probably 
    the best you can do in the area of Pixls, though if you're good with Barry, 
    he might be even better. He can also ineffectually hit you with his wrist, 
    and try and track you so he can land on your with his body, but keep going 
    for the head, and if you can establish a bounce, even better. He won't last 
    long.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    I won't ruin the ending for you, but I'll tell you that I certainly 
    enjoyed it. But hey, don't count the game out yet, there's still the 
    postgame!
    
    ============================================================================
    ------------------------------=== Post-Game ===-----------------------------
    ============================================================================
    
    Section 2.9: Post-Game (SPM009)
    
    ---FLIPSIDE---
    
    You'll start off with a short conversation with Merlon at Flipside Tower. 
    Once that's over, you'll probably want to run around town some. You can find 
    O'Chunks and all sorts of people in the area, but first thing is first, and 
    that's our inability to use the Wiimote pointer anymore to scan for info. We 
    can fix that, though, and to do so go back up to Flipside Tower and enter 
    Chapter 3-4. But you do need 999 coins, which you can probably attain in 
    short order by one of the tricks mentioned at the start of Chapter 8, or by 
    selling off some excess items, or you may just have it after completing 
    Chapter 8. Either way, continue on.
    
    ---FORT FRANCIS---
    
    Enter the door, then the next door, and then switch to Peach and enter the 
    door to Francis's room. Talk to Francis to reveal Tiptron, a mechanical 
    marvel that can fill our Wiimote pointing needs, for a pricy 999 coins. You 
    can't negotiate it down, so take the deal and use the return pipe to get 
    back to Flipside. 
    
    ---FLIPSIDE---
    
    Well, we've got a whole mess of options now. You can try your hand at the 
    arcade, take on the Pit of 100 Trials in either Flipside of Flopside, do 
    some cooking, hunt treasure maps, or even try and get all of the cards in 
    the game. The last option you have is to finally complete Chapter 6, the 
    world of which is back. Collect whatever items you deem desirable for the 
    challenge, and then enter the door for Chapter 6. 
    
    ---SAMMER'S KINGDOM---
    
    Start off by going right and entering the door. Oh boy, we have to redo all 
    the fights we already won, and then some. So, do it. Your challengers will 
    all be different, some able to jump, wield another weapon, have an ally, or 
    all of the above. Amount of health, damage taken, all of these things will 
    change as you progress through rounds. Be patient and cautious, and you'll 
    be able to do fine. After finishing the gateskeeper of the round, go right 
    and enter the door you find there to continue to the next. Highlights of the 
    rounds include a tiny fighter, a couple of huge ones, ones that can shoot 
    projectiles, change dimension,  or even a kind of silvery boss that ends 
    each twenty-five chapters that can do it all. Chapter 6 is divided into four 
    25 round chunks, so hit the star block at the end of each chapter to 
    continue to the next. At the end, you get rare cards for your great victory.
    
    ---FLIPSIDE---
    
    What you do now is up to, well, you. Both Pit of 100 Trials can be done, and 
    there's certainly collecting to do. Have fun!
    
    
    ---------------------------=== BOSS STRATEGIES ===--------------------------
    
    Section 03: Boss Strategies (SPMCCC)
    
    I'm putting the bosses in the order you fight them. Not going to mess with 
    them or display them in any special way, just collecting them all here for 
    the people who just need help with a boss and nothing more. 
    
    +-+-+-+-+ BOSS: O'Chunks +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 20       
    AP: 1
    
    O'Chunks isn't too bad for a first boss, his attacking consisting of
    grabbing you by the feet and throwing you and jumping in the air above you
    in an attempt to crush you. He also will lower his shoulder sometimes and
    try and ram you while you're trying to get close enough to grab him. Your
    way of winning this is usage of the Pixl Thoreau. Get close enough to throw
    the Pixl at him so that you've got him, and then throw him to daze him. Jump
    on him quickly to do damage. Repeat as much as needed and you've won.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Fracktail +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: ??? *18?*
    AP: 1
    
    Fracktails may have started off hilarious with his great computer dialect,
    but the clever wordplay and the whatnot stops here, as he flies, and can
    swoop down with that big mouth of his to eat you or some such. The horn on
    his head is his weakpoint, but you can't hit that quite yet. Dodge his
    first attack, and when he heads straight at you in the third dimension,
    dodge the head and jump aboard the body afterwards. Once on, run to the head
    and wait for enemies to appear. When they do, grab them with your Pixl
    Thoreau and hit the glowing part of the antennae with it. Do it as much as
    possible until you're blown off by wind, then repeat until he's dead.
    
    E-mail Note: At the end of chapter 1-4 when you are trying to defeat 
    Fracktail, you can jump from the back of his body onto his head as you are 
    being swept away by the wind. - Frank Weisbly
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Mimi +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ??? *36?*
    AP: 1
    
    Mimi, in her spider form, likes to run around the walls and throw rubee's
    at you that are really easy to dodge. You're more likely to be damaged by
    just running into her. Once you've hit her once, you've basically won. Don't
    give her a chance to recover, and jump over the rubee whip she uses from
    the ground, and you've won, just keep jumping on her head.
    
    E-mail Note: Just so you know, I just fought Mimi, and I counted how much 
    damage it took me to take her out. Heres what I think it is:
    6 damage to take off a leg * 6 legs = 36 hp - Chibi Moogle
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Bowser +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ??? *20?*
    AP: 1 or 2 *depends on attack*
    
    It's not too easy to defeat Bowser here, but if you're patient, it'll work
    out just fine. Jumping on Bowser hurts you for one health point, so the
    goal here is to lay down Boomer, and lure Bowser over within the explosion
    range. Hit him with four explosions and he's done. He attacks by trying to
    jump on you, and by breathing fire, the latter of which deals two damage
    and will prematurely detonate Boomer if he's caught in the flames.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Blooper +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: ??? *18?*
    AP: 2
    
    Man, he's huge. Er, anyway, the thing you want to do here is avoid the
    attacking tentacles when they've got blue circles on their palm, but if the
    circles are red, then ground pound them from above. Hit it three times to
    defeat him.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Dimentio +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ??? *40?*
    AP: 1
    
    Annoying boss. Dimentio likes to hover about, shooting either singular or
    a trio of magic bolts at you. It'll also create a double after being hit.
    There's a couple ways of defeating Dimentio, the easiest of which is to
    just spam items. Next up is jumping on Dimentio when it's close enough to
    the ground. That'll take a while, and most of the time you'll have to choose
    between a double and the real one, so it'll take even longer. Just use
    items, it'll save you a lot of annoyance.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Francis +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: ??? *28?*
    AP: 1
    
    Francis is an interesting boss, if not very difficult. Since he can disguise
    himself, the best way of locating him is to go 3D so that you can follow his
    shadow's movements. On the other hand, you can just stay 2D and ride around
    on Carrie and wait for him to pop out. That way, you don't have to worry
    about the Flip meter. However you choose to play, the way you hurt him is
    jumping on his head when he's visible, and he has two main attacks. The
    first attack he has is to summon meowbombs, which wander around the room and
    explode. The second is to grab you by his tongue and try to swallow you,
    which you stop by wiggling the Wiimote.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Mr. L +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: 40
    AP: 3
    
    Mr. L isn't incredibly hard, but he's still not a pushover. It shouldn't 
    take too many hits to defeat him, but he can heal himself. The important 
    thing to note is, never get off the offensive. Whenever he's not in the air, 
    you should be, just about to hit him. He's especially vulnerable when he's 
    got his healing Shroom Shakes out, and not only can he be damaged, but he 
    won't heal himself, so it's a free hit. All he really does is jump around, 
    and occasionally do a sort of super jump that reaches the ceiling, but I 
    wouldn't be too worried, just move in one direction, and when you start 
    moving back, he'll be back on the ground like normal.
    
    Now in his second form, piloting Brobot, I have absolutely no idea how much 
    HP he has, but since you're flying around in space and have access to 
    Squirps' ray gun or whatever, the main goal is to avoid whatever he throws 
    at you, whether it's laser bolts, eye lasers, or homing rockets, while you 
    try and collect all of the various kinds of chocolate in space, all of 
    which gives you different effects. If you fight efficiently and well, the 
    fight against Brobot shouldn't take more than two minutes.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: O'Chunks +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 40       
    AP: 2
    
    Annoyingly, Dimentio will swing by and change the battlefield, but otherwise 
    this fight isn't too different from before. He has a new attack where he 
    spins himself like a hurricane, and he still grabs for you to throw you, and 
    he still tries to crush you from the air, and he still tries to charge at 
    you. You can use Thoreau for some nice irony and throw him around a bit, but 
    to hurry things along you really should just jump on him repeatedly and 
    defeat him, it isn't much trouble. 
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: O'Cabbage? +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 60      
    AP: 3
    
    Ouch, well, that sucks to be O'Chunks, now apparently O'Cabbage. He's pretty 
    much the same as before, but faster, stronger, and with more health. He's 
    also a mite bit crazier, you'll notice. You'll definitely want to use 
    Thoreau here, to grab and throw. He's still really easy to defeat, but he'll 
    probably manage to get in a few hits, purely because of his speed.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: King Croacus +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 50       
    AP: 2
    
    First form, the King will have three tentacles attack you by contact, and 
    occasionally will try and hit you himself. Grab the ends of the tentacles 
    and when his face is revealed, throw it at him. Before long, he'll float 
    around and try and hit you with spinning blades, which you should also grab 
    and throw at him, or if you find it more satisfying, grab him and throw him 
    at a blade. Shouldn't have too much trouble with him.
    
    E-mail Note: I know he's already pretty easy but if you flame his first form 
    with Bowser it's over in seconds. - Juanita
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Mimi +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 25
    AP: 2
    
    Mimi will attack with an array of rubee-involved maneuvers. If you have 
    Barry like you should, great, use him to block the rubees and then move in 
    for the attack. If you don't, Peach's parasol will serve much the same 
    purpose. You can also use Thoreau to grab and throw rubees at her, and once 
    she's damaged enough, she'll flip into 3D, so go right after her. She can 
    be difficult, but by using Thoreau constantly grabbing away her rubees, she 
    won't stand long with that much health.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Brobot L-Type +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: 65
    AP: 5
    DEF: 5
    DEF (Fire): 8
    
    Bowser's fire breath isn't useful here, nor is the fire-based item, but hey, 
    you have to expect the new model to have some improvements, don't you? Most 
    of the attacks are the same as last time, though it can now attack you with 
    it's hands, or even tackle you. The goal here is to use Boomer on his feet, 
    and if you never noticed, you can trigger Boomer early by pressing the 1 
    button, so do so if it's needed. It also shoots missiles. Missiles! After a 
    couple of explosions, Brobot will be destroyed rather handily.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Bowser +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: 80
    AP: 8
    DEF: 2
    
    Can't jump on Bowser because of the spiky head, so you'll want to either 
    use Boomer like you did before, or Cudge, your hammer Pixl. He has the same 
    attacks as before, so watch out for those, and take your time. I suppose you 
    could also use items, but it's a bit of a waste. 
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Underchomp +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ?? (20 each?)
    AP: ??
    
    This isn't a normal battle, it's turn-based. So start off by using the Pixl 
    command and choosing Piccolo. If you never got him, you can also use Cudge. 
    Once they're all asleep, use Cudge to attack each one in succession, and if 
    they wake up, use Piccolo again. They should never get in an attack.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Bonechill +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: 80
    AP: 4
    
    Now, Bonechill's got a couple of attacks, like spewing ice, and can only 
    be damaged by attacks to his head. You can finish this fight in under half 
    a minute, super jump with Luigi and land on Bonechill's head, and then 
    bounce off the ceiling back onto his head, and repeat until he's done. He's 
    a really easy boss. But hey, he shoots ice bullets. That's kinda cool. A 
    little. Nah.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: O'Chunks +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ??       
    AP: ??
    
    Bowser will take the lead on this one, and it's really a simple match. He'll 
    either try and jump on you, or fly into the air and try and land on you. 
    Keep moving, and when you get the opportunity after a failed jump, blast 'em 
    with fire, and when his head is lodged into the ground after a failed sky 
    jump, jump on him, or get him with fire, your preference.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Mimi +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ??
    AP: 4
    
    She's got the same stuff as last time, except for a move that rains down 
    rubees like nobody's business and being faster. You're forced to use Peach, 
    so if you're not a big fan of her, that'll be annoying. Here's your strategy 
    for Mimi: Use Thoreau's throwing ability to hit her off the ceiling using a 
    rubee, then jump on her while she's on the ground. This'll disorient her, so 
    hit her again to make her lose a leg. If you can catch her while she's 
    trying to get onto the ceiling, so much the better. When she does a move 
    outside of what I told you here, just ride it out by pressing down on the 
    d-pad. Do this six times to defeat her.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Dimentio +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    HP: ?? (90?)
    AP: ??
    
    You don't have Pixls for this, but you don't really need them. Dimentio will 
    either attack himself, using the three magic ball attack, use a single magic 
    ball attack at long distance, or clone himself while doing any number of 
    these things. Just keep jumping on him, and if he's too close to the 
    ceiling, super jump, and you might just get some bouncing started. Shouldn't 
    take too long.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Count Bleck +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: 150
    AP: 8
    
    The Count has numerous attacks, trying to suck you into a maw, throwing 
    things at you, even trying to run straight through you, all while flying 
    around. You can't hurt him immediately, he has a shield. Eventually, though, 
    your friends will arrive, and the Pure Hearts will remove his shield. Time 
    for him to go down! Peach and her parasol's floating can be effective here, 
    but so can a lot of things, and by now you know who you've got an affinity 
    for, so use that person. Bleck can now slow down the entire area, and also 
    create a huge maw that'll try and suck you in, which you can counteract by 
    running in the opposite direction of it. 
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    +-+-+-+-+ BOSS: Super Dimentio & Mr. L -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    HP: ?? *200?*
    AP: ??
    
    Oh, that wacky Mr. L, you just KNEW he was coming back, too amazing a 
    character to neglect, really. So, the final boss's entire attack strategy 
    revolved around shooting off missiles. Bah, there's another shield, though. 
    Run around until your allies arrive, and once the shield is down, go in for 
    the kill. Keep jumping on the head with whomever you'd like, though Peach 
    again is a good choice, because of her floating abilities. Slim's probably 
    the best you can do in the area of Pixls, though if you're good with Barry, 
    he might be even better. He can also ineffectually hit you with his wrist, 
    and try and track you so he can land on your with his body, but keep going 
    for the head, and if you can establish a bounce, even better. He won't last 
    long.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    
    ----------------------------=== SHOPS & ITEMS ===---------------------------
    
    Section  04: Shops & Items (SPMDDD)
    
    This part of the FAQ is to tell you what all of the items shops hold, how 
    much the items inside cost, and to give you a list of all the items in the 
    game and their effects, not counting items you get by cooking, which you can 
    find in the next section. Every purchase you makes gives you a single point, 
    and when you reach a certain amount of points, you get a reward for your 
    purchases. The points are not unique to every store, it's one collective 
    total for them all. If you actually hit 300, which takes quite a bit of 
    work, your 301st point will be counted as '1', and you can go through the 
    points again, earning the rewards again. 
    
    Shop Point Rewards:
    
    10  Shop Points - Cake Mix
    20  Shop Points - Honey Jar
    30  Shop Points - Big Egg
    50  Shop Points - Fresh Pasta Bunch
    70  Shop Points - Power Steak
    100 Shop Points - Mega Koopa card
    150 Shop Points - Slimy Shroom
    200 Shop Points - Golden Leaf
    250 Shop Points - Ultra Shroom Shake
    300 Shop Points - Whacka card
    
    Format = - Item Name (Cost)
    
    ========================
    ---Flipside Item Shop---
    ========================
    
    - Shroom Shake       (30)
    - Long-Last Shake    (30)
    - Life Shroom        (100)
    - Fire Burst         (20)
    - Ice Storm          (40)
    - Sleepy Sheep       (10)
    - Courage Shell      (20)
    - Star Medal         (50)
    - Gold Bar           (100)
                         
    ==============================
    ---Flipside Itty Bits Shop---
    ==============================
                         
    - Cake Mix           (25)
    - Big Egg            (25)
    - Honey Jar          (20)
                         
    ========================
    ---Flopside Item Shop---
    ========================
                         
    - Super Shroom Shake (80)
    - Ultra Shroom Shake (300)
    - Stop Watch         (50)
    - Thunder Rage       (80)
    - Mighty Tonic       (70)
    - Volt Shroom        (30)
    - Block Block        (50)
    - Ghost Shroom       (88)
    - Gold Medal         (500)
    - Gold Bar (3)       (300)
                         
    =============================
    ---Flopside Itty Bits Shop---
    =============================
                         
    - Fresh Pasta Bunch  (30)
    - Power Steak        (35)
    - Smelly Herb        (15)
                        
    =========================
    ---Yold Town Item Shop---
    =========================
                        
    - Fire Burst         (7)
    - POW Block          (60)
    - Shroom Shake       (11)
    - Long-Last Shake    (15)
    - Life Shroom        (50)
    - Sleepy Sheep       (25)
    - Mighty Tonic       (50)
    - Shell Shock        (8)
    - Courage Shell      (35)
    - Volt Shroom        (20)
                         
    =================================
    ---Dotwood Tree Itty Bits Shop---
    =================================
                         
    - Peachy Peach       (25)
    - Fresh Veggie       (20)
    - Horsetail          (18)
                         
    ================================
    ---Outer Limits Grocery Store---
    ================================
                         
    - Sweet Choco-bar    (10)
    - Shroom Choco-bar   (50)
    - Golden Choco-bar   (100)
                         
    ================================
    ---Downtown of Crag Item Shop---
    ================================
                         
    - Fire Burst         (15)
    - Ice Storm          (25)
    - POW Block          (80)
    - Shroom Shake       (25)
    - Super Shroom Shake (100)
    - Life Shroom        (75)
    - Courage Shell      (8)
    - Sleepy Sheep       (30)
    - Mystery Box        (3)
    - Primordial Fruit   (22)
                         
    =====================================
    ---Downtown of Crag Itty Bits Shop---
    =====================================
                         
    - Keel Mango         (20)
    - Mild Cocoa Bean    (20)
                         
    ==================================
    ---The Overthere Itty Bits Shop---
    ==================================
                         
    - Hot Dog            (120)
    - Hot Sauce          (20)
    
    As for the items, I'll be putting them in alphabetical order, and in this 
    format:
    
    Name: Item name
    Class: Letter denoting what kind of item it is
    Effect: Item's effect
    
    Classification Key:
    
    A: Attack item
    E: Effect item
    H: Healing item
    I: Important item
    L: Level item
    P: Protection item
    S: Special item
    
    ===========
     Item List
    ===========
    
    Name: Ancient Clue
    Class: I
    Effect: Give it to the inhibitant of the outdoor restroom in 4-3 to get 
            Fleep.
    
    Name: Autograph
    Class: I
    Effect: Give it to Watchitt when you're attempting to get Piccolo. 
    
    Name: Big Egg
    Class: H
    Effect: Heals 12 HP, cures poison.
    
    Name: Black Apple
    Class: H
    Effect: Heals 1 HP, cures poison.
    
    Name: Block Block 
    Class: P
    Effect: Makes it so that you can't be damaged as long as it is in effect, 
            and the more effectively you activated it, the longer it lasts.
    
    Name: Blue Apple
    Class: H
    Effect: Heals 5 HP, cures poison.
    
    Name: Blue Orb 
    Class: I
    Effect: Use to create bridge in 7-4.
    
    Name: Bone-In-Cut
    Class: E
    Effect: Doubles attack power for a short time.
    
    Name: Cake Mix
    Class: H
    Effect: Heals 5 HP, cures poison.
    
    Name: Catch Card
    Class: S
    Effect: Catches enemy, makes card, doesn't always work.
    
    Name: Catch Card SP
    Class: S
    Effect: Catches enemy, makes card, works pretty much every time.
    
    Name: Cooking Disk
    Class: I
    Effect: Insert into DS-like item on the wall of the cooking building to get 
            lists of recipes. There are seven of them.
    
    Name: Courage Shell
    Class: P
    Effect: Halves damage taken, effect lasts longer if you activate it right.
    
    Name: Crystal Ball
    Class: I
    Effect: Give to Merlee when you're attempting to get Piccolo.
    
    Name: Dayzee Tear
    Class: H
    Effect: Heal 3 HP, cures poison.
    
    Name: Diet Book
    Class: I
    Effect: Give to Hagra in 7-2.
    
    Name: Dried Shroom
    Class: H
    Effect: Heal 1 HP, cures poison.
    
    Name: Earth Tablet
    Class: I
    Effect: Get it in 5-2, need the other two tablets to unlock a path further.
    
    Name: Emergency Rations
    Class: H
    Effect: Heals 50 HP when you're in the Pit of 100 Trials, otherwise 10 HP.
    
    Name: Fire Burst
    Class: A
    Effect: Use flames to attack enemies, more effective if you activate it 
            well.
    
    Name: Fire Tablet
    Class: I
    Effect: Get it in 5-2, need the other two tablets to unlock a path further.
    
    Name: Floro Sprout
    Class: I
    Effect: Use it in 5-4 to get past a security checkpoint.
    
    Name: Fresh Pasta Bunch
    Class: H 
    Effect: Heals 5 HP, cures poison.
    
    Name: Fresh Veggie
    Class: H
    Effect: Heals 10 HP, cures poison.
    
    Name: Ghost Shroom
    Class: A
    Effect: Makes a big mushroom than attacks enemies on your behalf. The better 
            you activate it, the bigger it is. 
    
    Name: Gold Bar
    Class: S
    Effect: Buy for 100 coins, sell for 90 coins. Way to retain coins after you 
            hit the limit for how many coins you can hold.
    
    Name: Gold Bar x3
    Class: S
    Effect: Buy for 300 coins, sell for 290 coins. Way to retain coins after you 
            hit the limit for how many coins you can hold. Gives better value 
            than the normal Gold Bar.
    
    Name: Gold Medal
    Class: E
    Effect: Use it to add 10,000 points atop the score you already have. Gets 
            you closer to your next level, with minimal effort.
    
    Name: Golden Card
    Class: I 
    Effect: Use it to unlock another mini-game in the Flipside arcade.
    
    Name: Golden Leaf
    Class: H
    Effect: Heals 1 HP, cures poison.
    
    Name: Goldfish Bowl
    Class: I
    Effect: Dump the fish inside in water next to the Flipside bar to make it 
            into a space helmet.
    
    Name: Happy Flower
    Class: L
    Effect: For a time, coins fall from the sky, including giant ones that are 
            worth three coins.
    
    Name: Helmet
    Class: I
    Effect: Use it to be able to survive chapter 4. Was previously a Goldfish 
            Bowl.
    
    Name: Honey Jar
    Class: H 
    Effect: Heals 10 HP, cures poison.
    
    Name: Horse Tail
    Class: H
    Effect: Heals 7 HP, cures poison.
    
    Name: Hot Sauce
    Class: E
    Effect: Doubles your attack power for a short time.
    
    Name: HP Plus
    Class: E
    Effect: Raises your max HP by five, permanently.
    
    Name: Ice Storm
    Class: A
    Effect: Use ice to attack enemies, more effective if well-activated.
    
    Name: Inky Sauce
    Class: H
    Effect: Heals 3 HP, cures poison.
    
    Name: Key
    Class: I
    Effect: Use 'em to unlock doors. There's dozens of different kinds.
    
    Name: Keel Mango
    Class: H
    Effect: Heals 7 HP, cures poison.
    
    Name: Life Shroom
    Class: H
    Effect: Revives you with 5 HP if you die, if used otherwise heals 5 HP, 
            cures poison.
    
    Name: Long-Last Shake
    Class: H
    Effect: Heals HP over time, the more effectively you activate it, the more 
            HP it heals.
    
    Name: Mega Star
    Class: L
    Effect: Makes you gigantic, can't be damaged, but only for a time.
    
    Name: Mighty Tonic
    Class: E
    Effect: Doubles your attack power for a short time.
    
    Name: Mild Cocoa Bean
    Class: H
    Effect: Heals 5 HP, cures poison.
    
    Name: Mushroom
    Class: L
    Effect: Heals 10 HP, red.
    
    Name: Mystery Box
    Class: S
    Effect: When activated, becomes a random item.
    
    Name: Pal Pills
    Class: L
    Effect: Creates 8 helpers to defend you from damage, and damage enemies.
    
    Name: Paper
    Class: I
    Effect: Give to Merlumina to be signed when you're attempting to get 
            Piccolo.
    
    Name: Peachy Peach
    Class: H 
    Effect: Heals 10 HP, cures poison.
    
    Name: Pink Apple
    Class: H
    Effect: Heals 5 HP, cures poison.
    
    Name: Poison Shroom
    Class: E
    Effect: Damages you by way of poison.
    
    Name: POW Block
    Class: A
    Effect: Damages enemies on the ground an ceiling, more effective if 
            activated well. Doesn't do anything against flying enemies.
    
    Name: Power Plus
    Class: E
    Effect: Raises your attack power by 1, permanently.
    
    Name: Power Steak
    Class: H 
    Effect: Heals 15 HP, cures poison.
    
    Name: Primordial Fruit
    Class: H
    Effect: Heals 10 HP, cures poison.
    
    Name: Red Apple
    Class: H
    Effect: Heals 5 HP, cures poison.
    
    Name: Red Orb
    Class: I
    Effect: Use to create bridge in 7-4.
    
    Name: Return Pipe
    Class: I
    Effect: Returns you to Flipside from wherever, though there are some select 
            places where it doesn't work. Caution, if you use it in the middle 
            of a chapter, you can't get back to the place you just were without 
            going all the way through the level(s) again. Very frustrating, so 
            don't do it.
    
    Name: Sap Soup
    Class: H
    Effect: Heals 3 HP, cures poison.
    
    Name: Shell Shock
    Class: A
    Effect: Attacks enemies by ramming, only get one chance.
    
    Name: Shooting Star
    Class: A
    Effect: Attacks enemies with shooting stars.
    
    Name: Shroom Shake
    Class: H
    Effect: Heals 10 HP.
    
    Name: Sleepy Sheep
    Class: E
    Effect: Puts enemies to sleep for a time.
    
    Name: Slimy Shroom
    Class: H
    Effect: Heals 10 HP, cures poison.
    
    Name: Slow Flower
    Class: L
    Effect: Slows time, triples the amount of coins and points you earn while in 
            effect. 
    
    Name: Smelly Herb
    Class: H
    Effect: Heals 5 HP, cures poison.
    
    Name: Speed Flower
    Class: L
    Effect: Speeds up time, triples the amount of coins and points you earn 
            while in effect.
    
    Name: Star Medal
    Class: E
    Effect: Use it to add 1,000 points atop the score you already have. Gets 
            you closer to your next level, with minimal effort. 
    
    Name: Stop Watch
    Class: A
    Effect: Stops time for on-screen enemies, freezing them.
    
    Name: Super Shroom
    Class: L
    Effect: Heals 20 HP, blue.
    
    Name: Super Shroom Shake
    Class: H 
    Effect: Heals 20 HP.
    
    Name: Turtley Leaf
    Class: P
    Effect: Halves damage taken while in effect.
    
    Name: Thunder Rage
    Class: A
    Effect: Attacks enemies with lightning, activate effectively to attack more 
            effectively.
    
    Name: Training Machine
    Class: I
    Effect: Give it to Merluvlee when you're attempting to get Piccolo.
    
    Name: Ultra Shroom
    Class: L
    Effect: Heals 50 HP.
    
    Name: Ultra Shroom Shake
    Class: H
    Effect: Heals 50 HP.
    
    Name: Volt Shroom
    Class: P
    Effect: Makes you give off electricity, so that attacking enemies are 
            paralyzed upon touching. 
    
    Name: Water Tablet
    Class: I
    Effect: Get it in 5-2, need the other two tablets to progress further.
    
    Name: Whacka Bump
    Class: H
    Effect: Heals 30 HP, cures poison.
    
    Name: Yellow Apple
    Class: H
    Effect: Heals 5 HP, cures poison.
    
    Name: Yellow Orb
    Class: I
    Effect: Use to create bridge in 7-4.
    
    Name: You-Know-What
    Class: I
    Effect: Give to Bestovius when you're attempting to get Piccolo.
    
    
    -------------------------------=== RECIPES ===------------------------------
    
    Section 05: Recipes (SPMEEE)
    
    There are two different places to cook. Flipside, where you cook with one 
    ingredient, and Flopside, where you cook with two. You can either discover 
    recipes on your own by experimenting, or use Cooking Disks, which you'll 
    find along your travels. 
    
    This section has been discontinued for repition of information. You can 
    find all of the information you'd like in a number of other guides that got 
    to it before I did and better than I could on gamefaqs.com.
    
        
    --------------------------------=== CARDS ===-------------------------------
    
    Section 06: Cards (SPMFFF)
    
    This section has been discontinued for repition of information. You can 
    find all of the information you'd like in a number of other guides that got 
    to it before I did and better than I could on gamefaqs.com.
    
    ----------------------------=== OPTIONAL PIXL ===---------------------------
    
    Section 07: Optional Pixl (SPMGGG)
    
    In the game, there are three optional Pixls. Barry, Dashell, and Piccolo. 
    Here's how you get them.
    
    === Barry ===
    
    Remember that sarcastic Pixl you meet at the start of Chapter 3? Yeah, well, 
    if you return to 3-1 after completing Chapter 3, then he'll join you. 
    Barry's special effect is to create a barrier around you.
    
    === Dashell ===
    
    To get Dashell, you have to complete the Flipside Pit of 100 Trials. His 
    special effect is to let you run faster.
    
    === Piccolo ===
    
    Piccolo is a bit more complex. I'm going to copy and paste how to get him 
    here. His effects are as follows:
    
    - Changes sound effects of characters.
    - Puts the Underchomp to sleep, Chain-Chomps too.
    - Cures you of poison and curses.
    - Destroys orange 'music note' blocks.
    
    ---FLOPSIDE---
    
    At Merlee's, jump over to her side of the crystal ball and talk to her, and 
    she'll ask you a favor. Agree to help, and she'll ask you to run over to 
    Flipside and the fortune-telling shop there. 
    
    ---FLIPSIDE--
    
    Run over to the fortune-teller's shop there and talk to Merluvlee. She'll 
    give you the ball, but only if you get something from Bestovius, the guy who 
    taught us to flip to the third dimension, first.Go up to the red door and 
    enter it, choosing Chapter 1-1. 
    
    ---LINELAND ROAD---
    
    Simply run right and you'll get to his house, enter and go through the door 
    to find him. Finally! Or not! Bah, we have to go to the mayor of Yold Town 
    now, so use the return pipe.
    
    ---FLIPSIDE---
    
    Simply enter the red door again, this time choosing Chapter 1-2.
    
    ---MOUNT LINELAND---
    
    Run right and up the hills, using both the red and the blue transportation 
    systems and enter the door at the end, heading right and going 3D several 
    times to bypass obstacles and continue your progress, and enter the door at 
    the end after dodging rolling spiky balls. Go right over the bridge, and if 
    you need to, hit the item block for a Shroom, then enter the door on the 
    farthest right of the town to find the elder. Talk to him, and you'll be 
    given something else to relay to a mysterious figure in his dreams. Sigh. 
    Use the return pipe yet again.
    
    ---FLIPSIDE---
    
    Use the red door and enter Chapter 1-4.
    
    ---YOLD RUINS---
    
    Travel all the way to the room where you got the Pure Heart after defeating 
    Fracktail. Everything's unlocked and solved, so it shouldn't take too long. 
    The only thing you'll have to do again is trigger the release of all those 
    spiked balls, and then trigger the trap floor below them so that you can 
    enter a door. If you need more detailed guidance on where to go, use the 
    walkthrough in that section. 
    
    In the last room where you got the Pure Heart, just run around a bit and the 
    ghost that gave it to you will appear. Merlumina, the ghost of Watchitt's 
    dreams. She'll talk about her own problems for a bit, and then chide you for 
    sleeping during her narrative. And again. But then she'll congratulate you 
    for your wonderful thinking skills. Anyway, use the return pipe once you've 
    got the autograph.
    
    ---FLIPSIDE---
    
    Enter the red door and enter Chapter 1-2.
    
    ---MOUNT LINELAND---
    
    Travel back to town, and give the autographed paper to Watchitt, and he'll 
    give you a You-Know-What. Use the return pipe after getting it. 
    
    ---FLIPSIDE---
    
    Almost done, enter the red door and choose Chapter 1-1.
    
    ---LINELAND ROAD---
    
    Run right to Bestovius's house, and give him the You-Know-What. He'll give 
    you the Training Machine. Finally. Use the return pipe to get back to 
    Flipside afterwards. 
    
    ---FLIPSIDE---
    
    Let's seek out the fortune teller's shop on the second shop, and go in to 
    give the Training Machine to Merluvlee. She'll give you the Crystal Ball, 
    about time. Use the pipe to get to Flopside. 
    
    ---FLOPSIDE---
    
    Run over to Merlee's place and give her the Crystal Ball. She'll be so happy 
    that she'll in return give you a Random House Key, after you express your 
    displeasure at the thought of only getting a charm in reward for all of your 
    hard work. Head down to the first floor of Flopside, going 3D to enter the 
    area with the card shop, and unlock the door of the locked building, and 
    enter. Inside there's a large chest, containing a new Pixl, Piccolo!
    
    
    --------------------------=== PIT OF 100 TRIALS ===-------------------------
    
    Section 08: Pit of 100 Trials (SPMHHH)
    
    
    -------------------------=== TREASURE MAP HUNTING ===-----------------------
    
    Section 09: Treasure Map Hunting (SPMIII)
    
    In Flopside, you can find a seller of maps in much the same area where you'd 
    find the Itty Bits shop in Flipside, and indeed, there's an Itty Bits shop 
    there, too. The maps lead you to treasures that you can find, and this is 
    meant to help you find those treasures, if the map isn't clear enough. The 
    map shows you an 'x' that marks the spot, and what you have to do is spin 
    that specific spot using Fleep to reveal your treasure.
    
    Map #1 - 20 Coins
    Method - Use the Return Pipe to get to Flipside, and then drop down to the 
             right, heading left until you find the correct bush, judging from 
             the map. 
    Prize - Gold Bar
    
    Map #2 - 60 Coins
    Method - You have to back to the area you traveled through originally to 
             get to Flopside. Once the building is entered from the Flipside 
             end, flip the spot specified by the map.
    Prize - Welderberg Card
    
    Map #3 - 30 Coins
    Method - Go to Flipside, and then down to where Flimm the merchant, and the 
             Itty Bits shop, and use Fleep between the two left windows.
    Prize - Ultra Shroom Shake
    
    Map #4 - 110 Coins
    Method - Go to the Flipside Arcade and use Fleep on the specified part of 
             the sign.
    Prize - King Sammer Card
    
    Map #5 - 80 Coins
    Method - On Flopside's 3rd floor, go right until you see the kind of plant 
             like the one in the map, and use Fleep where the map says.
    Prize - O'Chunks card
    
    Map #6 - 20 Coins
    Method - It's in Chapter 1-1, use Fleep on the window at Bestovius's house.
    Prize - Bestovius Card
    
    Map #7 - 50 Coins
    Method - It's in Chapter 1-2, you have to go right until you see the hills 
             that are on the map, and then use Fleep where needed.
    Prize - Golden Leaf
    
    Map #8 - 70 Coins
    Method - It's in Chapter 1-2, past the town, you have to enter Green's house 
             and use Fleep where told, the picture.
    Prize - Brobot L-type
    
    Map #9 - 40 Coins
    Method - It's in Chapter 1-3, from the start go right, entering the second 
             door and continuing right until you reach the oddly shaped rock 
             indicated, using Fleep where told when you do.
    Prize - Gold Bar x3
    
    Map #10 - 40 Coins
    Method - It's in Chapter 1-3, from the start go right, entering the first 
             door, going through the next two doors, too. Then go left and up 
             the platforms to reach another door, inside of which is the statue 
             the map shows. Use Fleep on it.
    Prize - Fracktail card
    
    Map #11 - 70 Coins
    Method - It's in Chapter 1-4, once again you have to get to the star block, 
             and in that area, look for the indicated spot use Fleep.
    Prize - Merlumina Card
    
    Map #12 - 20 Coins
    Method - It's in Chapter 2-1, go through to the star block, and look where 
             the map says for where to use Fleep.
    Prize - Shooting Star.
    
    ---------------------------------=== FAQ ===--------------------------------
    
    Section 10: FAQ (SPMJJJ)
    
    Q: Should I get this game?
    
    A: That's your choice, but if you like fun games, than yes.
    
    Q: I need help with (X-X) section! Why don't you help with that!?
    
    A: I do. Really, use Ctrl+F, and the letter codes I've made for the guide, 
       to find the correct section. It's there, trust me. If you need some 
       serious elaboration on something specific, e-mail me and I'll get back to 
       you.
    
    Q: Help! I'm hitting the minus button (-) and 1 at the same time, and 
       nothing is happening!
    
    A: You have to be standing on the blue platform in another room, the one 
       with pillars leading up to it, not at the statue where you learn you 
       have to do this.
    
    Q: Help! I cheated in 3-4, I inputted the passcodes without actually getting 
       them from in-game. Now I can't get Carrie!
    
    A: Yes, you can. Go to the first room of the castle and use the pipe there 
       to get to the basement. Now you can get Carrie.
    
    Q: Help! I'm totally confused in the Whoa Zone!
    
    A: If you can't find where you are in the walkthrough, and you REALLY can't 
       figure out how to move on further, it may just be more beneficial to 
       start 4-4 over from the start and follow the guide this time.
    
    Q: Help! I can't (insert thing here)!
    
    A: Try flipping into 3D, and look for an answer there. If that doesn't work, 
       try using Tippi's Wiimote pointing ability. That will fix 99% of your 
       problems.
    
    Q: How stocked up should I be for the Duel of 100, or either Pit of 100 
       Trials?
    
    A: Well, for the first, pretty stacked, unless you're going to use one of 
       the methods I listed in the Post-Game section. For the latter, you should 
       have a couple of Life Shrooms on hand, and strong healing items, even 
       stronger if possible for the Flopside Pit. 
    
    
    --------------------------=== VERSION HISTORY ===---------------------------
    
    Section 11: Version History (SPMKKK)
    
    Version 0.0 - April 10, 2007
     - FAQ started
    
    Version 0.1 - April 11, 2007
     - Walkthrough finished through Chapter 2, basic structure of guide created,
       submitted to help players early on in the game.
    
    Version 0.2 - April 12, 2007
     - Added Chapter 3, formatting changes made.
    
    Version 0.3 - April 14, 2007
     - Added Chapters 4 and 5, final formatting chosen.
    
    Version 0.4 - April 15, 2007
     - Added Chapters 6 (partial) and 7.
    
    Version 0.4 - April 16, 2007
     - Fixed errors, including supposed 'game-ending glitch', wrote preparatory 
       measures for the last Chapter, not enough to warrant 0.5 status yet. 
    
    Version 0.5 - April 17, 2007
     - Main walkthrough finished.
    
    Version 1.0 - April 22, 2007
     - Fixed a lot of errors, took a short rest, and then did the Post-Game 
       section.
    
    Version 1.2 - May 24, 2007
     - Fixed even more errors, took a much longer rest, then did the Post-Game 
       Chapter 6, Boss Strategies, Shop & Item List, FAQ, Optional Pixl, and 
       some of the Treasure Hunting.
    
    Version 1.21 - January 11, 2009
     - Updated the copyright and did a number of minor tweaks.
    
    ----------------------------=== SPECIAL THANKS ===--------------------------
    
    Section 12: Special Thanks (SPMLLL)
    
    Thanks to Nintendo, for making the game, CJayC, for making the original host 
    site, the GameFAQs Super Paper Mario message board, for helping me out more 
    than once or twice, surf_rock, for creating a nice format for me to use, 
    Vyse, for a mite bit of encouragement and the whatnot, and all of my 
    readers, for yelling at me to hurry up and finish. Ah, well.
    
    
    -------------------------=== CONTACT INFORMATION ===------------------------
    
    Section 13: Contact Information (SPMMMM)
    
    If you have any questions, comments, or errors you'd like to point out, my
    e-mail is Kratos_42(at)hotmail(dot)com. I will always respond, unless I've
    already addressed the issue or your grammar is incomprehensible. Thank you
    for reading.
    
    Copyright (c) 2007-2009 Daniel Anderson. All rights reserved.
    
    [EOF]