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Super Paper Mario: (wii)FAQ/Walkthrough

Super Paper Mario: (wii)FAQ/Walkthrough
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TABLE OF CONTENTS:

I Introduction…………………………………………………………………………………… (A1)

II Characters……………………………………………………………………………………… (A2)

III Basic/Main Controls…………………………………………………………… (A3)

IV Pixls…………………………………………………………………………………………………… (A4)

*Tippi…………………………………………………………………………………………………… (A4.1)

*Thoreau……………………………………………………………………………………………… (A4.2)

*Boomer………………………………………………………………………………………………… (A4.3)

*Slim……………………………………………………………………………………………………… (A4.4)

*Thudley……………………………………………………………………………………………… (A4.5)

*Carrie………………………………………………………………………………………………… (A4.6)

*Fleep…………………………………………………………………………………………………… (A4.7)

*Cudge…………………………………………………………………………………………………… (A4.8)

*Dottie………………………………………………………………………………………………… (A4.9)
*Barry………………………………………………………………………………………………………… (A4.10)

*Dashell…………………………………………………………………………………………………… (A4.11)

*Piccolo…………………………………………………………………………………………………… (A4.12)

V Items/Effect/Price…………………………………………………………………… (A5)


VI Walkthrough………………………………………………………………………………… (B1)

CHAPTER 3-1……………………………………………………………………………………… (G1)

CHAPTER 3-2……………………………………………………………………………………… (G2)

CHAPTER 3-3……………………………………………………………………………………… (G3)

CHAPTER 3-4……………………………………………………………………………………… (G4)


Castle Bleck…………………………………………………………………………………… (H1)

Flipside……………………………………………………………………………………………… (H2)


CHAPTER 4-1……………………………………………………………………………………… (I1)

Flipside……………………………………………………………………………………………… (I2)

CHAPTER 4-1……………………………………………………………………………………… (I3)

CHAPTER 4-2……………………………………………………………………………………… (I4)

CHAPTER 4-3……………………………………………………………………………………… (I5)

CHAPTER 4-4……………………………………………………………………………………… (I6)


Castle Bleck…………………………………………………………………………………… (J1)

Flipside……………………………………………………………………………………………… (J2)

Mirror Hall……………………………………………………………………………………… (J3)

Flopside……………………………………………………………………………………………… (J4)

Flipside……………………………………………………………………………………………… (J5)


CHAPTER 5-1……………………………………………………………………………………… (K1)

CHAPTER 5-2……………………………………………………………………………………… (K2)

CHAPTER 5-3……………………………………………………………………………………… (K3)

CHAPTER 5-4……………………………………………………………………………………… (K4)


Castle Bleck…………………………………………………………………………………… (L1)

Flipside……………………………………………………………………………………………… (L2)

Flopside……………………………………………………………………………………………… (L3)

Flipside……………………………………………………………………………………………… (L4)


CHAPTER 6-1……………………………………………………………………………………… (M1)

CHAPTER 6-2……………………………………………………………………………………… (M2)

Flipside……………………………………………………………………………………………… (M3)

CHAPTER 6-1……………………………………………………………………………………… (M4)


Castle Bleck…………………………………………………………………………………… (N1)

Flipside……………………………………………………………………………………………… (N2)


The Underwhere……………………………………………………………………………… (O1)


Flipside……………………………………………………………………………………………… (P1)

Flopside……………………………………………………………………………………………… (P2)

Flipside……………………………………………………………………………………………… (P3)


CHAPTER 7-1……………………………………………………………………………………… (Q1)

CHAPTER 7-2……………………………………………………………………………………… (Q2)

CHAPTER 7-3……………………………………………………………………………………… (Q3)

CHAPTER 7-4……………………………………………………………………………………… (Q4)


Castle Bleck…………………………………………………………………………………… (R1)

Flipside……………………………………………………………………………………………… (R2)

Flopside……………………………………………………………………………………………… (R3)



CHAPTER 8-1……………………………………………………………………………………… (S1)

CHAPTER 8-2……………………………………………………………………………………… (S2)

CHAPTER 8-3……………………………………………………………………………………… (S3)

CHAPTER 8-4……………………………………………………………………………………… (S4)


Flipside……………………………………………………………………………………………… (T1)


VIII Side Quests………………………………………………………………………… (U1)










:

Hello all videogame players and thorough readers and welcome to my first FAQ
guide this year in 2007. Let me first take the time to thank GameFAQs for
giving me the opportunity to contribute to their amazing website. As you can
tell, my first FAQ guide is based on the ever famous Super Paper Mario, sequel
to the best-seller game, “Paper Mario
The Thousand-Year Door.” This is going to be a well-written and thorough
guide. I shall attempt to reveal everything and all secrets in the game in
this guide. May you comprehend and find my guide thoughtful and inspiring.
Thank you.

(A2)
:

Mario: You should know him by now, right? Mario, as usual, is the main
character in practically every game that has the name “Mario” in its title.
You will be playing with him often since flipping is mandatory and he is an
enjoyable character to play with. He is the older brother of Luigi, wears blue
overalls, a red cap, and brown shoes. Enjoy!
Luigi: Mario’s younger brother is a hilarious character who likes to help his
brother out even though he gets kidnapped at times. He wears blue overalls, a
green cap, and like Mario, brown shoes. His super jump ability is very useful
in the second-half of the game and you’re able to attack enemies from the
bottom if you jump meticulously. Finally, you can reach pipes and items that
you can’t reach via ordinary jumping. Enjoy as well!

Princess Peach: Princess Peach, usually the damsel in distress in Mario games,
shockingly joins your party and contributes to the group in very useful and
unique ways. First, you can use her pink umbrella by pressing down on the
control pad to defend against enemy attacks, and secondly you can use her
umbrella by jumping via the 2 button and then pressing 2 subsequently to float
across large gaps; pretty useful huh? Finally, she wears a pink dress,
slippers, and a tiara-(or crown if you will since she is a princess) Enjoy
again!

Bowser: The “great” king of the Koopas also shockingly joins your group in
this great adventure. He does have a crush on Princess Peach and has been
abducting her for many years now as a result. Although in the preceding Paper
Mario game, Grodus’ minions kidnap the princess instead of Bowser, getting him
upset in the making. In this game, Bowser has two unique abilities: his
ferocious fire breath and his stomps from his weight causing major damage. His
fire breath and stomps assists you in battling bosses as well as rigorous
enemies such as chain chomps-(red, yellow, and black). He wears spiky
bracelets, has a tad yellowish nose, has spikes on his back, and has partially
green and red skin. Enjoy as well!

Merlon: is a new character in the Paper Mario series. Merlon represents
Flipside and its inhabitants as a result of a reference of “master” earlier in
the game by a local Flipsider. Merlon gives you plenty of good advice
throughout the game on what you should be doing and sometimes how you can get
it done. He, according to my description, wears a blue cloak along with a hood
covering which conceals his face. No offense, but he has a long, thick
beard/mustache that should’ve been shorter in length. Sorry, it’s true!

Nolrem: also being a new character, Nolrem is Merlon’s alter ego. Nolrem, like
Merlon, represents Flopside and its inhabitants. He doesn’t play a huge role
in the game unlike Merlon but he does give you useful advice in the game such
as where the next Heart Pillar is in Flopside, etc. He is looks exactly like
Merlon especially with their beards/mustaches but Nolrem has a more elderly
appearance. Let me explain: he wears a gray hood concealing his face and a
gray/pink cloak. Both Merlon and Nolrem conceal their faces so I guess we will
never know how they look like. All you can truly see is their small eyes in
the hood. That’s it.

Bestovius: is a clever wizard who teaches you the vital ability to Flip to 3-D
and then back to 2-D. He resides in Lineland your first official world you
travel to in the game. At first he didn’t recognize as the hero but after your
good deeds, Bestovious recognizes you as a true hero. He rests on a purple
cloud and wears a colorful red and yellow cloak. Bestovious alos has the
appropriate mustache size an exemplary size both Merlon and Nolrem and learn
from.

Oldman Watchitt: the stubborn mayor of Yold Town allows you to proceed onward
to the Yold desert and then to Yold Ruins where the first Pure Heart rests.
There isn’t anything really unique about his character except that he enjoys
saying “watch it” a lot. He wears a groovy light brown hat, a blue t-shirt and
pants, and simple brown shoes. He also has an exemplary beard/mustache Merlon
and Nolrem can learn from.

Merlumina: is one of the ancients who established the Light Prognosticus and
the world they live in-(possibly Flipside) and she is a spirit who protects the
first Pure Heart in Yold Ruins. You meet with her after defeating Fracktail
your first chapter boss and she explains to you the current conflict of the
Dark Prognosticus and its allies.

Merlee: a mysterious fortune-teller who owns a mansion in Gloam Valley, your
second world. Merlee also owns a fortune-teller’s shop in Flopside all the way
to the left of the 2nd floor and she is able to tell you about future events
such as the location of the next Heart Pillar and give you charms which I don’t
wish to describe here.

O’ Chunks: is one of Count Bleck’s evil, yet silly minions. He enjoys
interfering with you during your journey-(not as much as Mimi) with his so
called “fists” and ground-pounds. He has a habit of using bad grammar but
you’ll feel pity for him after some beatings and consequences are implemented
on him. He has a strange beard and wears red/black clothing which in my
opinion, is difficult to describe. He does however, have a square-like face.
O’ Chunks develops a competitive attitude toward our heroes after Bowser and
Mr. L are enrolled in the game’s plot. You’ll see what I mean as you play the
game. Have fun!

Dimentio: is one of Count Bleck’s evil, yet magical minions. He usually
follows orders as directed by the Count and isn’t as eager to spring into
action like O’ Chunks or Mimi. He enjoys playing with magic and he implements
its deadly attribute during battle. Dimentio wears a black hat along with
simple purple and black attire similar to a clown/magician. One thing’s for
sure, Dimentio believes he is a master of prestidigitation. He does play a
pretty big role in the game in terms of creating his “secret projects” and
assisting a minion, which I won’t state, in battle. This game is filled with
surprises from Dimentio and he actually leaves you wondering, “why!?” You’ll
have to get accustomed to his language however since it’s a bit sophisticated
in terms of similes and comparisons.

Francis: (see below)

Squirps: is the prince of Squirpia, an unknown outer space location. You
first meet him in Chapter 4 and he assists you in many useful ways to acquire
the fifth Pure Heart. Although he does leave you to figure things out on your
own such as in CHAPTER 4-4 The Whoa Zone a rigorous chapter in my opinion. He
is miniscule in size and has green skin like Francis. It is difficult to
describe him since he is small but he does wear a star crown atop his head.
Either or, he is a nice character and I think you’ll get accustomed to his
behavior in a positive way.

Natasha: is Count Bleck’s personal advisor/assistant. Natasha is possibly the
closest one to Count Bleck in terms of Social class and power. She has deep
conversations with Bleck about how things would have been different if it
weren’t for… not spoiling it! Natasha wears orange glasses, a white suit/skirt
and I’m unsure if she wears shoes or any footwear. She does have blue skin and
lilac hair.

Mr. L: (see below)

King Croacus: (see below)

Bonechill: (see below)

Sammer: is the king of the kingdom of the 100 Sammer Guys. He is a nice yet
strange king who commands the hero, Mario, Peach, Bowser, and Luigi to battle
against his 100 Sammer Guys to prove that you’re the true hero. He obviously
wears a crown and a red and yellow robe.

Queen Jaydes: the queen of a place called the Underwhere, where those whose
games are over are sent to. Queen Jaydes has an intimidating appearance since
she is tall and has imperious capabilities. Queen Jaydes wears a crown and
dark purple cloths such as a cloak and a robe. She is a good person but it
will take some time to get accustomed to her imperious appearance. You’ll see
what I mean after you first meet with her but I won’t say when!

King Grambi: the king of the Overthere, sort of sacred heavenly places for
those who have done good deeds go to. It’s a pleasant place filled with clouds
and ruins. King Grambi is a Nimbi who rules over them. He seems to be a nice
fellow since he cares for the other local Nimbis and protects the seventh Pure
Heart which I won’t spoil those details here. He wears a… well he doesn’t
really wear much just a robe and he has bushy eyebrows and no crown. He is a
good person and you’ll grow to like him.

Flint Cragley: is a news reporter for the Cragnons. Flint went to investigate
the Floro Caverns to see how the Floro Sapiens interacted and worked as well as
know the whereabouts of the kidnapped and brainwashed Cragnons. You’ll
eventually get accustomed to his journalistic attitude. He wears orange
shorts, camping suit, and a protective helmet.

CHAPTER BOSS CHARACTERS:

Fracktail: the guardian of the second Pure Heart and is literally a large
machine-like dragon which has the ability to fly and attack others severely
with an excruciating bite. I won’t reveal anymore so that I do not spoil it
for others who do not wish to know.

Mimi: is an annoying boss/character that uses Rubees and her legs to annihilate
her opponents. Mimi can be annoying especially at distracting us and at
restraining us from our goal with traps and schemes you’ll unfortunately get
accustomed to once in CHAPTER 2-2 and so on and thenceforth. She wears a pink
ribbon, has light green skin, a square-like face and body, and emaciating
paper-thin hands and legs. Mimi is also one of Count Bleck’s minions in
executing the Dark Prognosticus and stopping the Hero from saving the world
from destruction.

Francis: is the third chapter boss and an annoying geek/nerd chameleon. He
enjoys collecting anything “totally technical” and at one point in the game,
abducts Tippi for personal satisfaction. In addition, he wears a mushroom
t-shirt and an ordinary pair of glasses. Finally, he loves to take photos of
the items he possess to gain more personal satisfaction. In comparison to a
wild chameleon, Francis has green skin, swirling black eyes, and a long green
tail. Francis can be quite annoying at times so please mind his overall
behavior/conduct.

MR. L: is the malevolent version of Luigi. I won’t identify him for spoiling
reasons, however. Anyway, MR. L is somehow connected to the fulfillment of the
Dark Prognosticus and you’ll see that at the end of the game before the
official Final Boss battle. He wears a gray cape, the same clothes as
Luigi-(including green overalls and probably brown or black shoes) and a black
mask concealing his true identity. To be honest, Mr. L was in fact brainwashed
by Natasha who is Count Bleck’s advisor/assistant. Mr. L engages in combat
either by himself or with his Brobot a machine reincarnated by the appearance
of Mr. L himself. When the going gets tough for him, he summons his Brobot to
engage in more thrilling, exhaustive, and skilled battles. This includes
missiles and a potent laser beam.

King Croacus-(IV): is the present-day ruler of the Floro Sapiens who orders the
execution of the Cragnons for polluting the Floro Sapiens’ water. King Croacus
was made king after the death of King Croacus III and he established an equal
balanced influence which made him popular and well-known. He enjoys to
mind-control Cragnons so that they can discontinue polluting their precious
water source(s). He, no offense, has a female appearance even though he IS a
male flower. King Croacus has pink/light red pedals and a green/yellow stem.
He has the lips of a female flower since they are puffy and are red. He like
all things beautiful and magnificent which is one of the reasons he holds the
sixth Pure Heart.

Bonechill: was presumed to be a Nimbi before taking his horrid, massive, and
eerie appearance. Bonechill enjoys using ice attacks and its attribute to
freeze living and non-living materials makes it one of the most significant
attacks for Bonechill to inherit and implement. He wishes to absorb the life
force of a living creature that carries the eighth Pure Heart and I won’t
reveal that here. Bonechill, as you can identify simply by examining his name,
is composed of bones and a cannon. The cannon fires icicles towards you slowly
which can be easily avoided by jumping at the “right” time. Bonechill also
like to use his ice breath to quickly freeze you temporarily and cause you
extra damage. Finally, he creates icicles on the ceiling for them to strike
when they drop. They can however, be easily avoided by using Peach’s umbrella.

Count Bleck: is the initiator and executor of the Dark Prognosticus. He has
an evil appearance but he can be a good person if he chooses to be. He is the
second to last boss-(yes, your read correctly) and he likes to freeze time
itself and taunt you with his Void attacks. In the beginning, he is invincible
via the power of the Chaos Heart. He wears a top hat as if of a magician’s, a
white/lavender suit, and carries a diamond-shaped wand-(or staff). He can be a
tough boss to beat but it’s doable with the power of all eight Pure Hearts and
your magnificent skills.

FINAL BOSS: will not be described for spoil purposes. See bottom of guide.

(A3) Basic/Main Controls:

PLEASE NOTE: You can always refer to these controls in the game by pressing –
to activate the menu or by referring to them in the game’s instruction
booklet-(page 5). Either way, I hope you enjoy my similar version with a bit
of enthusiasm. Thanks for reading and enjoy! Finally, you’ll be holding the
Wii remote SIDEWAYS for most of the game. However, some sections of the game
force you to POINT the Wii remote vertically towards the television screen.

* Control Pad: General movement

Walk/Crouch-(press and hold DOWN on the pad)

Guard: Press and hold DOWN while using Peach.

Fire Breath: Press and hold DOWN while using Bowser

Super Jump: Press and hold Down to build power and unleash
a powerful jump strike while using Luigi

Speak/Communicate/Interact: Press and hold down UP when it
appears near someone or something to interact with it.

Opening a chest or examining objects in general: Press and hold UP
on the prompt when the prompt appears.

Viewing previous dialogue messages: Press and hold UP during a
conversation.

* A Button: While using Mario, simply press A to flip to 3-D. This will only
happen if you learned the technique from a person I will not mention here. For
more information, refer to the CHAPTER 1-1 section and read from there.

During long and thorough explanations or dialogue, press A to
skim through it or to just skip the messages.

*1 Button: Use a Pixl

At the time when a STAR image appears, press 1 to read the rest of
the message or letter.

*2 Button: Jump

Float using Peach’s umbrella

Confirm selection or use/select an item

Read the rest of a conversation using 2 when a STAR image appears
HINT: If you’re accustomed to the Gamecube controls like me, then
just think of the 2 button as the A button for the Wii.

+ Button-(Plus): Display the menu on the screen

- Button-(Minus): Display the controls

Pointer: Use Tippi by pointing the Wii remote at the screen

You can view her hints and explanations on various things such as
people or enemies.

Use the Pointer to fully activate items that require you to point the
Wii Remote at the screen.


(A4)


There are a total of 12-(including Tippi) pixls in this game and the mandatory
ones are the following: Thoreau, Boomer, Slim, Thudley, Carrie, Fleep, Cudge,
and Dottie. Optional ones which I recommend are: Barry, Dashell, and Piccolo.
Below is a brief and thorough description of each pixl in the game and of their
unique roles. Please take note of the ones that are mandatory and optional for
they are labeled as: *MANDATORY* and *OPTIONAL*. Finally, you also have the
option to replace Tippi with Tiptron, a mechanical “pixl.” You can only
acquire her after you complete the game. Please see Side Quests section for
more information. Thank you.

(A4.1) Tippi: *MANDATORY*
(possibly coming soon!)

Please always keep in mind that I spent bountiful amounts of time on this guide
and I will to be given credit for it.

I give credit to GameFAQS for allowing me to post this appropriate and
well-written guide on their web site and I gave credit to King_Gamer2828 for
prominent information. Thank you all to those who helped me create this guide
and thank you all for making me become a better, and more inspiring author.
Thank you.


VIV (X1) Final Copyright/Final Comment

COPYRIGHT 2007 J.C. PRODUCTIONS, INC. All rights reserved.

All in all, Super Paper Mario is one of the best games I have ever played in my
6-7 years of videogame experience. This game, in my opinion, incorporates
commitment and the ambition to strive for success and personal satisfaction.
It also carries along a prominent value to treat others with love and respect
just like Mario and Tippi, and Tippi and Count Bleck. Always strive for your
dream and persevere for it. This game is a masterpiece and all I have to say
is well done… very well done. See you next time!






























Items, in my view, are very essential to accomplishing the game efficiently and
orderly. Items can get you out of tough situations especially when you have
low HP. That is why I created an item section for this unique guide. I hope
you enjoy it! Please be aware that you can, in addition to purchasing items,
sell, store, pick up, and check your points at a local item shop. Finally, the
MAXIMUM amount of coins you can hold is 999-(that’s nine hundred and
ninety-nine). The following list of items along with their effect and price
does NOT include other items you can obtain while playing the game, but when
you purchase them in or at an item’s shop. I also included a degree scale of 1
to 5 according to the item’s price and effect. Please refer to the SCALE KEY
for more information.

SCALE KEY:

1- item has a low price and does not have a potent effect on enemies/or yourself
2- item has an ordinary price and corresponds to a small effect to you or foes
3- item has a substantial price and effect towards enemies or your character
4- item has a high price and a potent/strong effect on you or enemies
5- item has an extraordinary high price and an excellent effect on either your
character or opponents

SHROOM SHAKE: Degree 2

Effect: replenishes 10 HP and cures poison

Price: 30 coins

…………………………………………………………………………………………………………………………………………

LONG-LAST SHAKE: Degree 3

Effect: regenerates HP over a period of time

Price: 30 coins

……………………………………………………………………………………………………………………………………………


LIFE SHROOM: Degree 4

Effect: A) instantaneously replenishes 5 HP if your HP is depleted during or
outside of battle

B) if eaten any other time, it will restore 5 HP and cure poison

Price: 100 coins

…………………………………………………………………………………………………………………………………………

FIRE BURST: Degree 1.5

Effect: inflicts enemies with fiery flames

Price: 20 coins

……………………………………………………………………………………………………………………………………………

ICE STORM: Degree 3

Effect: inflicts foes with chilly fragments of ice

Price: 40 coins

……………………………………………………………………………………………………………………………………………

SLEEPY SHEEP: Degree 2

Effect: causes opponents to fall asleep for a brief time

Price: 10 coins

……………………………………………………………………………………………………………………………………………

COURAGE SHELL: Degree 2

Effect: halves the amount of damage you take for a brief time

Price: 10 coins

……………………………………………………………………………………………………………………………………………

SHELL SHOCK: Degree 3

Effect: inflicts damage on enemies when you strike the shell

Price: 20 coins

……………………………………………………………………………………………………………………………………………

STAR MEDAL: Degree 4

Effect: awards you 1,000 points to your overall score upon use

Price: 50 coins

……………………………………………………………………………………………………………………………………………

GOLD BAR: Degree 2.5

Effect: if sold, you can accumulate approximately 100 coins

Price: 100 coins

PLEASE NOTE: The ABOVE items can be purchased and obtained at Howzit’s Items
Shop located in FLIPSIDE.

…………………………………………………………………………………………………………………………………………

SUPER SHROOM SHAKE: Degree 4.5

Effect: replenishes 20 HP and cures poison

Price: 80 coins

……………………………………………………………………………………………………………………………………………

ULTRA SHROOM SHAKE: Degree 5

Effect: replenishes 50 coins and cures poison

Price: 300 coins

……………………………………………………………………………………………………………………………………………

THUNDER RAGE: Degree 4.7

Effect: inflicts foes with potent and penetrating lightning

Price: 80 coins

……………………………………………………………………………………………………………………………………………

STOP WATCH: Degree 3.5

Effect: an odd watch that freezes time for enemies, leaving them immobile and
frozen for a brief timeframe.

Price: 50 coins

…………………………………………………………………………………………………………………………………………………

MIGHTY TONIC: Degree 4.2

Effect: a burly beverage that for a time doubles your attack power

Price: 70 coins

…………………………………………………………………………………………………………………………………………………

VOLT SHROOM: Degree 3.5

Effect: briefly paralyzes foes you come in contact with

Price: 30 coins

………………………………………………………………………………………………………………………………………………

BLOCK BLOCK: Degree 4

Effect: creates an impenetrable barrier around you, making you invincible for a
brief time.

Price: 50 coins

……………………………………………………………………………………………………………………………………………

GHOST SHROOM: Degree 5

Effect: calls forth a potent shroom to attack and defeat nearby enemies

Price: 88 coins

……………………………………………………………………………………………………………………………………………

GOLD MEDAL: Degree 4.5

Effect: awards you 10,000 points to your overall score upon use

Price: 500 coins

………………………………………………………………………………………………………………………………………………

GOLD BAR X 3: Degree 4.3

Effect: if sold, you can obtain approximately 300 coins

Price: 300 coins

PLEASE NOTE: the ABOVE items can be purchased and obtained at Notso’s Items
shop in FLOPSIDE. In this shop, items are more expensive since they correspond
to a more sophisticated and potent effect that Howzit’s shop unfortunately
lacks. Finally, you can also sell, store, pick up, and check your points just
like Howzit’s shop in FLIPSIDE.


ADDITIONAL ITEMS: From other shops in Yold Town and Downtown of Crag

POW BLOCK: Degree 4

Effect: inflicts enemies with a potent quake on the ground

Price: 80 coins

………………………………………………………………………………………………………………………………………………………

MYSTERY BOX: Degree 2.7

Effect: it’s a surprise!

Price: 3 coins

………………………………………………………………………………………………………………………………………………………

PRIMORDIAL FRUIT: Degree 2.5

Effect: replenishes 10 HP and cures poison

Price: 22 coins

………………………………………………………………………………………………………………………………………………………



(A6)


You are more than welcome to send me e-mails regarding questions, decent
comments, and concerns regarding my guide at my e-mail address:
. To create the underscore or the line in between my first and last name,
click SHIFT and then the dash key next to the “0” key. Please do
, under any circumstances, send me inappropriate articles. This includes:
profane language, vulgar images, spam, viruses, pop-ups, or any of the sort.
This is extremely annoying and unacceptable. This is not only humorous, but I
do plan to take legal actions if such items are sent to me. Please note that
you are fully responsible for what you write and I will be saving and keeping
record of what you sent me as proof of my allegation(s) toward you. Below are
the e-mail guidelines I created. There are 6-(six) simple guidelines you MUST
abide and uphold. Thank you for your cooperation.

. Use proper spelling and grammar

. Ask questions or give appropriate comments to posted/answered here

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. You MUST write discretely and politely or I won’t read your message

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Copyright information, as you have already seen in the beginning of my guide, I
stated my copyright meaning that this guide cannot be sold, copied from, or
plagiarized from. You must have my personal consent in order to use my guide
and GameFAQs reinforces that. Either or, this guide is to be
posted on GameFAQS.com and read as such. I do however, accept offers for
friendship based on the ages BETWEEN 12 and 16. If you’re polite and
respectful, I will consider you as one of my colleagues to write, post, and
establish more FAQS. GameFAQS.com gives others opportunities to make new
friends and produce well-written guides and I am truly grateful for that.
Thank you.

VII (B1) FAQ Walkthrough

Well here we go! We’re about to begin one of my favorite games of all time,
“Super Paper Mario!” If you ever stumble, send me an e-mail since I check my
messages daily and promise to respond. Without further or do, insert the Super
Paper Mario game disk into the Wii, click on Start and after watching the very
first cut scene press 2, name your file, and begin the game!

(B2) Mario’s House

You first begin at Mario’s house and the two Mario Bros. talk. After some
chit-chat, Luigi suggests that they should go visit Mushroom Castle to see
Princess Peach. When they’re outside, Toad appears in a frantic and shocking
manner. Toad, stuttering, reports that Princess Peach has yet again been
kidnapped! Luigi believes it’s the work of the “bad guy” and that we’ll have
to infiltrate his castle to rescue Peach.

(B3) Bowser’s Castle

In here, Bowser is as cranky and as ruling as ever. He is planning to
infiltrate Mushroom Castle and kidnap Peach. Wait, didn’t we think he already
did that!? Anyway, Mario and Luigi confront Bowser explaining how they entered
the castle and why they are there. Afterwards, Peach appears in this sort of
holographic beehive cage along with Count Bleck, the main villain. He says
that he is the one who kidnapped her and is the current executer of the Dark
Prognosticus. In order to initiate this awkward and evil prophecy, he requires
three already known individuals: Peach, Luigi, and Bowser. Count Bleck departs
with them along with Bowser’s many minions and leaves Mario behind. Then, a
strange butter-flied pixl appears. She introduces herself by the name of Tippi
explaining the following: the Dark Prognosticus, the interdimensional Void, and
the safety of Mario’s friends. Mario and Tippi flip and depart for an unknown
location.

(B4) Flipside:


You wound up at the top of Flipside Tower where Tippi introduces you to a sort
of wizard or professor named Merlon. Merlon explains the “end of all worlds”
by telling us about the lilac and black miniature void in the sky. It will
eventually grow and develop and swallow all worlds in the process. It’s a good
thing Mario is back to save the day! Merlon then hands you your very first
Pure Heart, which is essential to saving every world.

YOU GOT A PURE HEART!!!


Merlon tells you to insert the pure heart into a
in which Tippi will guide you to. So, that’s what we’re going to do. Head to
the left, away from Merlon, and press UP on the control pad to initiate the
elevator and you will enter Flipside’s second floor; head to the right, past
the inn, to reach Tippi as well as another elevator. Activate it and it will
transfer you to Flipside’s third floor. Continue all the way to the left to
reach your first Heart Pillar. Once there, approach it and when you’re able to
press UP, press it and insert the pure heart into the pillar. Watch this brief
cut scene to see a red door appear where you were before.

Head back too Merlon the exact same way you reached the pillar by taking the
first elevator to the second floor, saving your game as recommended by Tippi,
and take the second elevator next to the Save block. On Flipside Tower, Merlon
will explain that this red “dimensional door” is meant to lead you to your
second pure heart and that Tippi is to assist you find it and return to
Flipside. He will hand you the RETURN PIPE which allows you to return to
Flipside anywhere in the game from afar. Quick Tutorial: To use the Return
Pipe, press + on your Wii remote, press “Important Things,” and select the
Return Pipe. Merlon advises you to seek a wizard named Bestovius who will
teach you a critical and valuable technique. Enter the RED dimensional door to
your first world.

When you enter, you will watch a cut scene to get acquainted with your future
enemies and major boss battles such as O’ Chunks, Mimi, Dimentio, and of
course, Count Bleck. They discuss an action plan for the hero of the prophecy
and O’ Chunks volunteers to remove Mario and his friends from the game. Along
with O’ Chunks, Dimentio also joins to defeat Mario.


(C1) CHAPTER 1-1: THE ADVENTURE UNFOLDS

HP: 10

CHARACTERS: 1

ATTACK: 1

COINS: 0

PIXLS: 1

PURE HEARTS: 1

The world is pleasantly drawn out and Mario and Tippi step out from the door.
Tippi advises you to use her ability of gathering and learning information from
people and enemies by pointing the remote at the screen and focusing on the
thing you want to know about. Hint: things in red will be eligible for focus.
After finding the focus point press the A button to gather and learn the info.

You are now in Lineland Road, your first world. Head to the right, jump and
defeat the Goomba. Afterwards, hit all the blocks and the brick blocks to
receive coins as well as a MUSHROOM to recover HP even though you shouldn’t
have lost any by now. Head to the right until you reach a dead end consisting
of a door surrounded by indestructible brown blocks. Strike the coin block
near you, jump on top, leaping onto the indestructible blocks, crossing them
and landing safely on the other side. Subsequently, jump over the small gap
and enter the pipe in front. In here, jump and open the chest to find a SHROOM
SHAKE. Leave thru the pipe on the floor.

Outside, defeat the Squiglet, jump up, and Bestovius’ house will come into
clear view. Before entering, save your progress via the Save block to the far
right and enter Bestovius’ home. Inside… you will find nothing, or is there
something? Tippi suggests to use her unique ability to uncover hidden things
so point your Wii remote at the screen, locate a wooden door in the center of
the wall, press A to reveal it, and enter the now accessible and visible door.

Inside the interior of the house, you will meet Bestovius, a clever wizard. He
recognizes you as a hero impersonator but Tippi explains the truth about
Merlon’s suspicions and Bestovius finally concurs. He offers to teach you the
flipping technique for… 10, 000 coins! Now that’s just robbing people’s money
not to mention the hero of all time Mario! Refuse or say “No” to the first two
offers and say “Yes” when he offers to teach you the technique for free. He
will grant to you the vital skill of flipping and you will be able to flip from
2-D to 3-D at will. Remember, using your ability too long will cause you to
lose HP so always verify and acknowledge your Flip Gauge on the upper-left hand
side of the screen to confirm how much time you have left before loosing HP.
After learning the technique, flip by pressing A and you will find the
following: a SHROOM SHAKE and a SHELL SHOCK.

Flip back into 2-D to build up your Flip Gauge and then, exit the interior and
flip to find a FIRE BURST, and exit the house the same exact way you entered.
Once outside, save your progress with the Save block and continue to the left
to the door surrounded by the indestructible blocks. Before doing so, flip in
front of Bestovius’ house to reveal three-(3) blocks. Strike them to acquire
the following: one coin, PAL PILLS, and yet again, a single coin. Still in
3-D, head a bit to your left and fall off the edge to obtain approximately 5-6
coins. Finally, head to the door surrounded by indestructible blocks.
Once there, flip in front of the blocks to reveal a way to access the door in
3-D. When you’re in front of the door, press LEFT on your control pad and
enter the door. Here, continue to the left defeating all the enemies
including the Kola Troopa to earn points. If you are lucky, you will be
able to acquire a TURTLEY LEAF which reduces all damage by half. After the
enemies you will encounter green pipes in your path which you can simply pass
by flipping since you can’t jump over them so do that. Take the MUSHROOM atop
the pipe you can jump on and acquire the GOOMBA CARD. Jump over the gap,
collect ALL the coins here, and jump atop the center coin block to obtain the
HAPPY FLOWER in which coins will begin to rain. Please acquire 15 coins if
possible.
After your fun, continue to the right to reach a large gap you cannot cross by
jumping. Flip to 3-D to reveal a path on the left hand side of the screen.
Cross the path. Defeat the Goomba in 3-D and then flip to 2-D. Jump atop the
indestructible blocks, jump over the small gap, and defeat the Squig. Squigs
are tougher versions than ordinary Squiglets because one, they have 4 HP and
can cause damage to you by 1. Jump on it, avoiding its attacks if necessary,
and enter the door all the way to the right.
Continuing on the path, you will come across an enemy named a Sproing-Oing, a
monster who likes to jump endlessly. Flip if you want or eliminate it for
points and coins and continue to the right. You will then have to jump on top
of a yellow platform in order to ascend to the top of the hill blocking your
way. Simply press 2 twice when on the platform and you will succeed. Defeat
the enemies; collect the coins, flip to reveal a way through with many Squigs
in your path, and pass them. Jump on the blocks, jump over the gap, and enter
the door at the end.
Here, you will get to use my personal favorite item, the MEGA STAR. First,
bypass the Piranha Plants and strike the block to acquire your very first MEGA
STAR. Defeat ALL the enemies here with this new powerful item and finally at
the end hit the STAR BLOCK to end this chapter.

(C2) CHAPTER 1-2: AFOOT IN THE FOOTHILLS

HP: 15

CHARACTERS: 1

ATTACK: 1

LEVEL: 2

COINS: 60

PIXLS: 1

PURE HEARTS: 1

Before officially entering this chapter, you should have saved your progress
after hitting the star block and you should have gotten a LEVEL UP with 15 HP
currently with 60 coins. I’ll be updating you on what you should have BASED on
my walkthrough so please keep up and there won’t be any surprises.

Beginning, hit the four coin blocks to receive a MUSHROOM and three coins.
Defeat the Koopa Troopas including the Para Koopa Troopa in 2-D and in 3-D.
Once done, climb or ascend the mountain platforms. At the top, you will find a
strange mechanism. Get in the middle of the red square to be transferred to
the other side. Cool. On the other side, continue to the right to discover a
blue switch you can’t press in 2-D. So… flip into 3-D and jump on it to
initiate the creation of more mountain platforms. Ascend them and use the
mechanism like before to get to the other side.
Doing so, will allow you to enter the door but do not enter yet. Jump off the
ledge, avoiding jumping in the center of the ledge, to find one
coin. Hey… something is something. Jump onto the ledge the door is on and
enter. Here, jump over the small gap, defeat the Koopa Troopa, and head to the
right until you reach a “dead end”. When you do, flip to reveal four coin
blocks with coins you can get and jump on top of them to reach the ledge above.
Here, you will find another set of four coin blocks. Hit them, leap on top of
them, flip into 3-D to jump onto the indestructible brown blocks above, and
defeat the Koopa Troopas. Afterwards, continue on the blocks all the way to
the right and fall off the ledge. You will find these dangerous, or should I
say precarious spike-like Thwomp monsters, that can hurt you if you come into
contact with them. To avoid them, simply flip into 3-D to have a wider area to
bypass them. Follow the path up in 3-D until you reach a door you can enter at
the end. Enter.
In this area, continue all the way to the right, avoiding the pipe for now to
discover a sign which states: “Bridge Closed-Red the Bridgemaster” Enter the
green pipe I told you to avoid earlier to wound up in the background. Yes… the
background. Once there, continue all the way to the left to find a small,
lonely house. Enter via pressing UP. Inside, climb the stairs to find sweat
coming out of nowhere! Flip to find Red the Bridge master who has been
sequestered in 3-D. Speak to him by pressing LEFT in 3-D mode and after
chatting, flip back to 2-D to bring both you and Red to 2-D version. Mario and
Tippi request that the bridge be created to continue. Red will then ask you
this question: “What’s the manliest color in the entire universe, Red or
Green?” Answer “RED” and he’ll create the bridge for you to cross. Exit his
house, enter the pipe you used to enter the background, and cross the newly
formed bridge.

Once across, save your progress with the Save block and enter this strange
little isolated area named Yold Town. Enter the first building you see which
is an items shop. Here, I recommend you purchase the following: FIRE BURST,
LONG-LAST SHAKE, and VOLT SROOM. Since you should have about 70 coins by now
and since I had 72 coins when I entered the shop you should have 30 coins left.
Exit the shop to find a coin block containing a MUSHROOM inside then flip to
3-D and enter the pipe that was behind the indestructible brown blocks. Please
take the 16 coins here and exit. Head all the way to the right where you will
again see a large gap requiring you to form a bridge. This time, it’s with
Green, Bridge Overseer. Enter the green pipe to enter the background and enter
Green’s home to the right.
Inside, climb the stairs and speak to Green who is NOT in 3-D. He says that
you need to speak with Old Man Watchitt for his consent on activating the
bridge. Let’s go and do that. Exit the house, enter the pipe and enter the
first door you see when you head to the left from the pipe, that is Old Man
Watchitt’s house. Enter. Speak with the man and he’ll tell you that in order
for you to convince him that you’re the hero; you will need to find a
. That sounds familiar. Exit the house and continue to left and enter the
first building you see to your left. Inside, you will see stalls colored in
blue and red. Head all the way to the left and flip to discover a green pipe
behind a stall. Enter.
Underground, you will see gigantic Thwomps you can bypass using your flip
technique. Flip and head behind the 2-D Thwomps to the other side and enter
the door. In here, use Tippi’s unique ability to reveal a new door to your
right. Enter. As soon as you enter, the only door leading out is locked by a
strange cage-like object. Anyway, open the huge chest to your right to obtain
something very useful. It’s… Thoreau! Your second pixl that was inserted into
that chest 1,500 years ago!
YOU ACQUIRED THOREAU!!!

Quick Tutorial: Thoreau, the hand-looking pixl, can be used adequately to throw
objects at enemies and to hit objects such as switches that are out of grasp.
Press 1 to grab the object, and press 1 once again to throw. You’ll be using
him quite often so please get accustomed to him as needed.
After receiving him, it’s time to use his unique ability. Using Thoreau, grab
the white or red block to the right by pressing 1, jump over the chest Thoreau
was in, run towards the blue switch, and when prepared, press 1 again to throw
the block to the blue switch. By doing so successfully, the blue switch will
activate and the cage around the door will disappear making the door accessible
again. Enter and head all the way back outside to Yold Town, into Old Man
Watchitt’s house.
Speak to him and show him Thoreau, the hand-looking pixl. He is convinced and
will send “word” to Green of his consent to activate the bridge. Let’s head to
Green’s house. Exit Watchitt’s house and head all the way to the right,
entering the pipe, into the background, and into Green’s house. Speak to him
and he’ll activate the bridge. Afterwards like Red, he will ask you this
question: “Red or Green, What’s better?” Answer “RED,” the second option-(any
option gets you thrown out possibly) to get you unfortunately kicked out but
our business isn’t done there yet. Go back to Green’s house and climb the
stairs to the second floor, or the floor Green is on. Jump over Green and get
in front of the green switch he lowered to create the bridge. There, flip to
3-D, and go behind his bed to receive a RED and GREEN CARD. Once that’s done,
exit his house and cross the newly formed green bridge.

Once on the other side, continue a bit to the right to find the STAR BLOCK.
Hit it to finally end this chapter.
(C3) CHAPTER 1-3: THE SANDS OF YOLD
You will enter the Yold Desert. Tippi suggests that our second Pure Heart
isn’t too far since there are ruins near and she can feel its presence. Not to
be a spoiler, but we will not be receiving the Pure Heart this chapter. Sorry.
Once you’re ready to move on, continue to the right and strike the four coin
blocks, three containing coins, and one containing a SPEED FLOWER. Take the
flower to temporarily speed up time. Use it to earn triple the coins and
points when defeating enemies to gain another LEVEL UP. After defeating the
Squigs and Squiglets, continue to the right to spot a red palm tree. Remember
where this palm tree is because we will return here for our quest. Past the
tree, pass the quick sand gap; use Thoreau to grab the Bald Clefts, and
throwing them into the small quick sand gap we passed earlier. Above the brick
blocks there are two coin blocks one containing a MUSHROOM, the other a coin.
Continuing to the right, you will discover this strange boxer- like creatures
named Boomboxer. Hit it from below the brick block, causing it to fall, and
then jumping quickly on it to avoid damage. After passing the second quick
sand gap you will find a creature named Jawbus who bite anything, particularly
anyone in range. To defeat it, flip to get behind it, flip back to 2-D, use
Thoreau to grab its tail and throw it into the quicksand to dispose of it.
Continue to the right, past where the Jawbus was, and enter the door at the end.
In this area, the only main way you need to go is to the right. I’ll state it
now so that I don’t have to say it for this explicit area. Anyway, continue
on-(notice how I’m not saying right anymore) to a Bald Cleft. Grab it and
throw it in the quick sand gap. Afterwards, jump over the gap and you will
encounter another creature named a Cherbil. It’s pink and its pink gas can
make you sleepy as well as lose HP. Just jump on it or use Thoreau to defeat
it and move on. Defeat the Goomba in your path and stop when you come across a
large rock looking literally like a triangle. Next to that, flip to discover
it’s actually an arrow pointing to the RIGHT. Head in that direction and cross
the thin path to the other side.
There, continue in the only direction you can go-(right) until you can’t
proceed no more and you reach an ancient signpost. It states: “Find ye the tall
of fortune, and leapeth under its branches 10 times. Notice how I put “red
palm tree” in bold and underlined it earlier? That means that we must go back
there. Before doing so, let’s explore more of this area, just in case. Head
left and flip to 3-D to head left again and leave the area with the signpost.
Pass the rock with the arrow or the triangle rock and continue to the
right-(past the indestructible blocks by flipping).
Defeat or throw the two Bald Clefts into the quick sand gap and for the
Boomboxer, jump on it to receive some coins and points, but avoid its
sonic-like waves. Well, sorry I guess there’s nothing else to do in this area
anymore! Oh, if possible, flip behind a rock or boulder near a quick sand gap
to receive a COURAGE SHELL. Anyway, enter the door at the end.

In this area we were in before head to the LEFT all the way to the red palm
tree. On your way, flip behind the rock after the first quick sand gap you see
when you entered the door to defeat two Squiglets and receive a SQUIG CARD.
Once under the red palm tree, jump or leap 10-(ten) times up and down to reveal
a new door to enter. Enter.
In this brand new area, ignore the yellow platform and the mechanism on top of
the indestructible brown blocks and continue to the right for now to collect
some coins and goodies. Flip at your first quick sand gap and jump over it to
get across. On the other side, hit the four coin blocks for three coins and a…
ZOMBIE SHROOM! Defeat it quickly and meticulously before you take damage,
okay? Afterwards, continue to the RIGHT until you reach a large quick sand gap
you probably won’t be able to cross via ordinary jumping. Flip to reveal a
thin, but accessible path to cross the gap to the other side.
There, don’t flip back to 2-D until you’re past the brown indestructible
blocks. Next to you there should be a yellow platform so jump on it using the
2 button to reach the top of another set of indestructible brown blocks. Jump
off to one brown “you know what block” and use Thoreau by pressing the 1 button
to activate the switch sequestered in the brown blocks. By doing so, you will
activate a mechanism you can use so get in the middle of the red square and you
will promptly be transferred.
At the end, fall off the brown “you know what blocks” and you can access four
coin blocks, one containing a MUSHROOM, and three containing coins. Next,
continue to the right to reach a door and a Save block. Save your progress
first and then enter the door. Inside… hey who’s that speaking!? It’s… O’
Chunks! He knocks both doors off so that you can’t escape and Tippi identifies
him as one of Count Bleck’s thugs, obviously! Well, it’s time for our first
formal and official boss battle, although this should really be a mini-boss
battle since O’ Chunks is not, nor will ever be, the Chapter Boss. Anyway,
feel free to look below on my mini-boss tutorial and best of luck!

-----------------------------------------------------------------------
MINI-BOSS: O’ CHUNKS:
HP: 20
ATTACK: 1
ATTACKS: Stomping on you
BATTLE METHODS: I recommend using Tippi first to identify how you can battle to
your optimum level. To do so, use Thoreau to grab him-(press 1), use Thoreau
to toss him-(press 1 again) and then jump on him repeatedly. If you need to,
use items such as the ones we’ve collected already to get this battle get it
over with. This is your first mini-boss battle against one Count Bleck’s
minions so make a good impression!

-----------------------------------------------------------------------

After you win, I must say it is atrocious how O’ Chunks left the scene. Was
that gas? Bleh! Anyway, he says to call it a tie-(yeah right) and that he’ll
remember “Maria,” it’s MARIO! Enter the door on the right that O’ Chunks was
next to. Here, to your left jump unto the brown “you know what” blocks, jump
across the set of yellow moving platforms, and enter the door.

In here, head to the LEFT and read the signpost which states: “Percheth ye atop
the distant platform of blue and… (skipped a small section) Gaze ye at the side
of this signpost.” This is valuable information; however, we need one more
piece of info before ending this chapter. Before exiting this area, jump over
the signpost to find 5-(five) coin blocks containing only one coin in each.
Afterwards, jump over the signpost yet again, and exit this area via the only
accessible door. Back here, jump off the ledge you’re currently, head a bit to
your RIGHT, flip near that rock, and take the astounding item, GHOST SHROOM;
afterwards, head all the way to the RIGHT to come across another set of yellow
platforms that can be accessed via the jumping platform on the floor, taking
you to another new door. Enter.
In here are the ruins Old Man Watchitt was talking about. We’re still missing
vital information to end this chapter. However, by experience, I shall tell
you what you need to know in the interest of time. Head all the way to the
right until you reach a large blue platform. Jump on top of it, looking
towards the LEFT, not right, press 1 and – simultaneously to cause the STAR
BLOCK to appear. Walk up to it and give it a good smack to finally end this
chapter.
(C4) CHAPTER 1-4: MONSTER OF THE RUINS
HP: 15

CHARACTERS: 1

ATTACK: 2

LEVEL: 3

COINS: 95

PIXLS: 2

PURE HEARTS: 1

We are now in the Yold Ruins, the exact ruins Old Man Watchitt had been talking
about. When you first enter, Tippi senses the Pure Heart being very close by,
but also “something else” is waiting for us ahead. Let’s see what that is then.
Start by heading RIGHT down the stairs. Defeat the Squiglet at the bottom and
enter the door. Here, you’ll start by encountering a Buzzy Beetle which you
can easily defeat by jumping once on its shell, and once again on its shell
into the quick sand gap ahead. After defeating the first three, jump over the
gap-(quick sand), avoid the fiery line of fire, and hit the block for a
MUSHROOM, if you need it. Swiftly, jump on top of the block from which you
received the mushroom, jump again to a brown block, and again to a medium-sized
ledge. At the end of this ledge, use the yellow ladder to descend, follow the
simple path, and open the chest to receive a LIFE SHROOM.
Leave that area the same way you reached it, pass all the fiery line of flames,
and enter the door at the end. As soon as you enter, you will notice about 5
lines of flames in total. To avoid and bypass them, flip to 3-D, and simply
pass them. At the end of this area you will see a locked door which we
obviously can’t access right now and another door in mid-air further to the
right! Well, that’s impossible and you’ll soon know why because the secret is
hidden! Flip to see two blocks you can strike in 3-D to form a way to the door
above. Once you’ve hit both of them, flip to 2-D and enter the now
accessible door.

In here, you will find the same spike-looking monster named a Spiky Tromp. You
have to avoid them by flipping to 3-D. Do that, continue UP in 3-D-(or RIGHT
in 2-D) until you reach a yellow ladder. Flip back to 2-D, climb the ladder,
and open the chest to acquire a RUINS KEY. Well done! Now we can go open the
door that was locked in the previous room. Exit this room, head a bit to your
LEFT, and unlock the door. Enter.
Here, there is a Save block as soon as you enter so use it to save your
progress. Afterwards, defeat the Buzzy Beetle, carefully enter the quick
sand-(don’t worry, if you’re fast, keep moving, and are quick, you won’t die)
and hit the four coin blocks here defeating the Squiglet. Next, flip to 3-D
and you will yet again, bypass Spiky Tromps. At the other side, defeat the
Squig-(purple) and you’ll notice another locked door and an unlocked door
above. Enter the door that is obviously unlocked and is above the locked door.
In here, you will have to use Thoreau. Head to the right, descend on the
yellow ladder provided, grab the Squiglet that emerged unpredictably from the
green pipe-(or wait for one if one isn’t there yet), and throw the Squiglet to
the blue switch to cause something to happen outside this room, according to
Tippi. Climb the ladder and leave this room. It may seem as if nothing
happened when you reentered this room but looks can be deceiving. Head to the
left past the two Spiky Tromps to see a key sequestered by indestructible brown
blocks. Oh… whatever shall we do! Ha! Anyway, past the humor and emotional
emphasis, you need to jump on either the right or left brown separated blocks
that you can go on top of. I chose the right block since its closer to the
locked door. Anyway, once there, use Thoreau’s throwing attribute to allow him
to give you the RUINS KEY. That wasn’t too hard was it now?
Open the locked door to the RIGHT, past the Spiky Tromps, and enter the now
accessible door. Inside, descend the steps to find yet again another door in
mid-air. If your presumption was to flip, you’re unfortunately incorrect. Use
Tippi’s ability by pointing your Wii remote at the screen, searching under the
door for a ledge, and press A to reveal the ledge. Enter the door above.
Another locked door! Isn’t this getting quite annoying by now? Well, don’t
worry because we’re almost finished. In here, go RIGHT and defeat the Buzzy
Beetle(s). Continue headway in that direction until you reach a dead end.
Flip to reveal a thin path you can cross. Do so and the path will lead you to
a chest. Open it and take the BUZZY BEETLE CARD. Afterwards, flip and defeat
the two Buzzy beetles. Finally, leave there via flipping and taking the thin
path back and head all the way to the LEFT, past the fiery lines of flame,
until you reach a key surrounded by another set of indestructible blocks.
Instead of Thoreau doing all the work, Mario will be retrieving this one. Flip
to 3-D and enter the hole or space in the wall by going LEFT in 3-D. Walk up a
few steps and take the RUINS KEY. With that in your possession, take that key
and unlock the door to the right of the door that we used to enter this room in
the first place. Enter.
Using the yellow platform a bit to your LEFT as soon as you enter this room,
press the 2 button on your Wii remote to ascend to the LEFT, not right side of
the gap we’re in. Once you’re on the LEFT side, flip to 3-D to reveal a yellow
ladder you can climb to reach a higher level. Climb up. On this level, drop
down a bit and continue RIGHT to strike a blue switch. By doing so, bountiful
amounts of Spiky Tromps will begin to come out of the wall and a large
intriguing red switch with an exclamation point will appear. Quickly, jump out
of that area and strike the large red switch. This is funny, when you hit the
switch, all the Spiky Tromps will fall all the way to the ground creating a
bridge to the door in mid-air. That was convenient of them. Flip to 3-D and
descend the ladder to the lower level and enter the door the Spiky Tromps are
below of.
In here are 4-(four) red switches that you need to hit in an explicit order to
proceed. I will be using numbers 1 thru 4, okay? From LEFT TO RIGHT I
numbered them. Here is the order: 3, 1, 4, and 2. If this doesn’t work, then
you are literally doomed because I verified that this order is correct and
accurate. Or, you can simply flip and the answer is on the side of each red
block. Without further or do, ascend the newly formed stairs. At the top,
first save your progress via the Save block and then hit the coin block to
receive a SUPER MUSHROOM. When you’re ready, enter the green pipe.
You will emerge outside in the Yold Desert I believe you’re in regardless that
the game does not say so. Anyway, proceed a bit to the RIGHT, the pipe will
disappear, and your chapter boss will emerge from the sand. Fracktail, the
guardian of the Pure Heart, identifies you as the legendary hero and apologizes
for his accusation of you being an intruder. Doesn’t he remind a bit of
Hooktail from the preceding Paper Mario game: The Thousand-Year Door? Anyway,
before you can actually acquire the Pure Heart, Dimentio appears, reprograms
Fracktail’s main computer since he is a machine, loses control of his actions,
and the boss battle begins. See below for Quick Tutorial:

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CHAPTER BOSS: FRACKTAIL
HP: 18
ATTACK: 1
ATTACKS: Charging at you
BATTLE METHOD:

Okay, he’s actually pretty simple-(and I truly mean that). Firstly, dodge his
attacks towards you on the ground. Secondly, after he tries to attack you in
2-D, he’ll try and shock you by attacking you at an angle where you can’t see
him after flying to the RIGHT. This is when you flip to see him charging at
you with his ferocious teeth. After you flip and after Fracktail’s head and
teeth pass you by moving out of his trajectory-(or path) you will be able to
jump onto his body and fly into the sky with him.

In the sky, head LEFT toward Fracktail’s only weak spot, his antenna, and
monsters called Frackles will begin to appear to protect Fracktail. Grab one
with Thoreau and throw them at Fracktail’s antenna to inflict damage. Continue
doing this until he is no more. If you happen to fall off, you will not lose
HP, just repeat the process as explained above and in this paragraph and you
should be fine. Good luck!

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After winning this amazing battle, Fracktail will apologize for his error,
wishes you the best in saving the world, and disturbingly, his body
deteriorates into bones showing his skeleton. What a sad, sad, thing. Anyway,
enter the newly formed door that appears. Walk down the steps and wait a
second for Merlumina to appear. She explains how she has wanted to give you
the Pure Heart for 1, 500 years. How patient are they!? After some chatting,
she’ll hand you the Pure Heart we have been thriving for. End this Chapter.
Well done!!!
YOU GOT A PURE HEART!!!

Two down and six more to go!
(D1) Castle Bleck:
After receiving this rather rigorous Pure Heart, you will watch a brief cut
scene at Bleck Castle where O’ Chunks, being ashamed, reports his failure to
the count. O’ Chunks asks for forgiveness for his failure. Count Bleck
realizes that the hero is a force to be reckoned with, and orders Natasha to
consult the prophecy and learn the whereabouts of Mario’s next destination to
set and implement a trap. Mimi, ordered by Natasha, was already sent to site
pleasing Bleck and his commands.
Natasha heads off to eliminate the Bowser organization-(his minions) who is
still resisting assimilation and wants O’ Chunks to stay there while she’s
gone. We now see Princess Peach awakening from her long nap and wonder how she
ended up there in the first place being forced to marry Bowser and all.
Captain Hammer Brother commands that this Koopa will escort the Princess as
well as the area immediately. He goes helping his other “men” and we’re left
to think about how we are going to get out of here.
After the cut scenes, you finally control Peach. Using her, follow the Koopa
heading to the RIGHT. Enter the door he instructs you to enter. As soon as
you enter, you will yet again see another cut scene. Captain Hammer Brother
finds two of his men who are possessed into honoring Count Bleck. He orders
them to cease the insubordination and commands “Johnson” to give him
twenty-(push ups). Natasha appears, explains that his orders don’t mean
anything since they’ve sworn eternal allegiance to Bleck, and brainwashes his
mind causing him to serve Count Bleck instead of Bowser.
After this sad and strange cut scene, you gain control of Peach again. Jump
off the ledge you’re on, head LEFT, and enter the door. Here, still no cut
scene, continue all the way LEFT, descend the first set of stairs, and enter
the first door you see in the middle of the room. You are now currently
outside so continue left to discover a dead end. Watch the cut scene of your
escort complaining, Peach will suggest returning and finding another way out,
and Natasha appears. She possesses your escort leaving a sort of doomed
feeling. After some chi-chat between Peach and Natasha, Peach is encircled by
a strange barrier, and she disappears. This “barrier” will seem familiar to
you later in the game but I won’t spoil it! If you’re observant and have good
comparison skills, you’ll figure out who saved Peach in “no” time at all.
Read this romantic and emotional dialogue that does not make sense at the
moment but will later in the game and I wouldn’t want to spoil it now since
it’s a piece of the puzzle to saving the world.

(D2) Flipside:

HP: 15

CHARACTERS: 1

ATTACK: 2

LEVEL: 3

COINS: 109-110

PIXLS: 2

PURE HEARTS: 2
Afterwards, you will emerge from the red dimensional door, Tippi will tell you
to go to Merlon’s place and that’s where you need to go. Head down to the
second floor with the elevator and you will momentarily speak to Merlon,
pleased that everything went well. Enter his house as suggested, after saving.
Mario and Tippi discuss their success of receiving the Pure Heart from
Merlumina and after a little more discussion, a local citizen from Flipside
reports bad news of a girl falling out of the sky. Mario is advised to come
along to see what the problem is so exit Merlon’s house, follow him to the
right and enter the elevator that goes UP to Flipside’s third floor. Continue
left and you’ll see Princess Peach unconscious on the floor Merlon and the
local Flipsider next to her.
To awake her and cure her from her fever-like condition Merlon advises you to
go visit a chef by the name of Saffron on Flipside’s first floor. Do as
instructed: return DOWN to the second floor via the same elevator you used,
head LEFT to a new-(something we have not used before) elevator going or
pointing DOWN to take us to Flipside’s first floor. Hint: the elevator is to
the right of the item shop. On the first floor, go RIGHT and enter the second
building you see after passing the elevator, the building has a
yellowish-greenish pot symbolizing that it’s a cook shop. Enter and speak to
Saffron. Mario will explain the situation of a friend being out cold and
Saffron will be more than happy to prepare a unique soup for the recovery. She
tells that she requires a FIRE BURST for the soup so give her one. However, if
you do not have one-(which you should since I told you to buy one in Yold
Town), head one floor UP to the second floor, enter and buy a FIRE BURST for 20
coins at the item shop. Afterwards, you will receive the SPICY SOUP which is
the antidote for Peach’s sickness. Go all the way back UP to the third floor,
stand next to Peach, press UP, and administer the soup by pressing 2 when
directed.
You will be escorted back to Merlon’s house instantaneously where Peach will
share her knowledge of Count Bleck’s motives, where she was, what happened,
etc. Finally, after the chats, Merlon will advise you to search for the next
Heart Pillar and that the subsequent door will lead to Merlee, Merlon’s
long-lost cousin. Peach then surprisingly joins your party and contributes to
the game in very useful, powerful, and unique ways.
YOU ACQUIRED PEACH!!!
Merlon then gives you an OLD KEY, “a key to a door somewhere in town.” We will
have to use that key to locate the next pillar. So after Merlon tells you to
use that key somewhere near his house, exit his house, and flip to 3-D. In
3-D, head to the UPPER-RIGHT to find a door locked. Use the key Merlon gave
you to unlock the door and proceed thenceforth. Hint: To find the door easier,
flip in front of the elevator that goes UP to Flipside Tower and you should see
the locked door directly to the RIGHT of the screen, literally.
Enter the now unlocked gate, head UP in 3-D to read a sign sating the
following: “Flipside Outskirts Ahead-(arrow pointing to the right) MONSTER
ADVISORY.” Well, Mario always confronts precarious situations instead of
scurrying like most videogame characters-(Merlee); from the sign head right and
cross the path to Flipside’s Outskirts. Once there, continue to the RIGHT and
enter a green pipe. This will take you to Flipside Outskirts’ first floor.
Head LEFT, jump over the gap, defeat the two Squigs, and read another sign
saying: “Feeling stumped? Try flipping! It’s pretty basic!” Flip in front of
the sign-(stare at the stone pointing RIGHT) and pass the path going too the
other side.
On this side, go left a bit to see two stone platforms you can jump onto with
Mario. Flip to 3-D, jump to the highest or the second block with the sign, and
switch to Peach. You won’t have to read the sign since I’ll tell you what to
do. Using Peach as your current playing character, jump off the ledge with the
2 button and then very quickly press 2 again to float to another stone
platform. Well done. Being on this single stone platform, float to another
platform using Peach’s umbrella again. Continue until you reach the Heart
Pillar. Place the Pure Heart inside.
Two Pure Hearts down, six more to go. Placing the Pure Heart in the pillar
will cause an orange door to appear on Flipside Tower. Leave the Outskirts, go
in the green pipe, flip to enter Flipside’s second floor, and save your game.
Rest at the inn next to the elevator leading to Flipside Tower, exit, and go
LEFT to enter the item shop. If you want to purchase the following recommended
items with 111-112 coins, please do so: SHROOM SHAKE, ICE STORM, and SLEEPY
SHEEP. When you’re done buying the items I recommended and what you desire,
head to Flipside Tower via the elevator near Merlon’s house-(to the right).
Enter the ORANGE dimensional door next to the RED door and let’s get started
with our second world.

(E1) CHAPTER 2-1: BOGGING TO MERLEE’S
HP: 15

CHARACTERS: 2

ATTACK: 2

LEVEL: 3

COINS: 62

PIXLS: 2

PURE HEARTS: 2

The second world, Gloam Valley is nicely drawn and we emerge from the orange
door. Tippi as usual senses the Pure Heart near by but says it could afar.
Let’s finish this chapter as quickly as possible since it’s not very prominent
in our task to acquire the Pure Heart.
Our next world, Gloam Valley, seems to be a peaceful place but its home to many
monsters. Let’s get started. Head RIGHT, jump on top pf the ledge, and defeat
the red Koopa Troopa. Hit the coin block atop the ledge, ignoring the Spiky
Goomba, and continuing to the right. Before entering the lake ahead, flip to
3-D and go behind the ledge to take 4-(four) coins. Not bad. Jump atop the
green ledge in mid-air before the lake-(not the same place where we found the
four coins) and switch to Peach. Float across the lake to the other side using
her magnificent umbrella. On the other side, hit the brick coin block to
receive a mere coin; moving on, head down a few steps and jump atop the green
platforms floating on the lake’s surface. Defeat the Cheep Cheep if you wish
or jump across the platforms with ease.
Defeat the Squig on the other side , flip with Mario and hit two blocks you can
use to jump on to reach a green ledge. Having hit the two blocks hit, flip
back to 2-D and ascend to the green ledge. Next to you there should be a
Paratroopa-(red-colored) so jump on it, bringing it to the water, and
unfortunately drowning. Being now on the ground, ascend to the same ledge you
were on and jump across all the platforms to easily cross all those annoying
monsters. At the end, you should reach a green pipe atop indestructible blocks
and above a locked door. Enter the pipe.
Underground, defeat the two Squiglets and the only Squig down here to reveal a
chest. Open the chest to acquire a DOOR KEY. Leave here via the pipe you
entered, jump off the ledge the pipe is on, and unlock and enter the door.
Here, hit the coin block to your very near left to receive PAL PILLS. Use them
to defeat the two Paragoombas in your path. Head right to a green pipe you
can’t enter-(I mean it). There, switch to Peach and float using her umbrella
to a mechanism atop brown, “you know what blocks.” Float all the way to your
LEFT, defeating the Koopas and Parakoopas, until you reach a pipe. Enter to
appear in the background.
Once there, if necessary, float across the gaps with Peach’s umbrella heading
RIGHT. At the end, hit the blue switch to create a new door. Leave the
background, head all the way to the right and enter the newly formed door. In
here is the awaited item of glory, the MEGA STAR! Jump atop the three brick
blocks and strike the coin-(?) block for the MEGA STAR; defeat as many
monsters as possible, giving you a level up in the process, save your game at
the end, and enter the door.
In here, take the SLOW FLOWER, jump atop the brown blocks, defeat the
Squiglets, and take the HAPPY FLOWER for some well-earned extra coins-(10 coins
this time please). Enter the green pipe after you have your fun. Underground,
there seems to be nothing but use Tippi’s unique ability to find an invisible
blue switch Tippi can’t reveal! No worries. Just remember the switch’s
approximate location and hit it when possible. Doing so will reveal a green
pipe you can enter. Do so. Heading deeper underground, you find a floating
orange monster referred to as a Growmeba. Like the cells in our body,
Growmebas reproduce like a process known as Mitosis, a type of cell division,
which creates more and more cells. Past Biology 101, I would suggest using an
item especially an ICE STORM or a FIRE BURST to help you get rid of the
duplicates if it gets out of hand.
Open the huge chest to acquire… Boomer! Answer the questions as you wish but
answer the last one “Umm… yeah” to stop the questions. Boomer will evaluate
that you’re worthy of his powers and Boomer will join you.
YOU ACQUIRED BOOMER!!!
Quick Tutorial: Boomer, the baby blue bomb-like pixl, is useful for blowing up
and defeating enemies as well as activating switches Thoreau can’t reach.
You’ll see what I mean in either later in the following chapters or in Chapter
3-3. Basically to use Boomer adequately, press the 1 button on your Wii remote
and then press 1 again to detonate as described in the menu when pressing and
reading Boomer’s description.
After receiving Boomer, jump over the chest he was in; place him with 1 in
front of the wall crack to the right and then press 1 again to detonate Boomer
and create a path you can access in 3-D. Flip and enter to find a chest
containing a WATCHITT CARD. Leave here through the pipe(s) and finally go
outside. Outside, head right defeat the Squig and the Jawbus with Boomer, and
head to the right jumping to the brown blocks. Bomb the brick blocks with
Boomer and out of the 4-(four) doors, enter the one farthest to the LEFT. In
here, defeat the two Spiky Goombas-(one in 2-D and one in 3-D) then flip to 3-D
to discover a brick/block section on the floor you can destroy with Boomer. Do
so by detonating him, and fall to a level with a blue switch. Hit it or bomb
it to have something happen outside. Now we need to leave.
Flip where you activated the switch to find a small hole. Fall down, defeat
the Spiky Goomba again-(2-D and 3-D) and leave through the door on this level.
He wound up outside next to the first door to the RIGHT, the door you came
from. Head all the way to the LEFT to find and enter a golden door. Defeat
the Cherbil-(a pink-like monster) and flip to 3-D afterwards. You’ll see a
hole in the ground you can simply enter so jump in. Here, defeat the two
Swoopers and open the chest on the right for a SWOOPER CARD and then the one on
the left for a SHLURP CARD. Use the yellow platform here to return to the
surface. Lastly strike the STAR BLOCK to finally end this chapter. Oh, and a
special thanks to Moises for the card info here.
E2) CHAPTER 2-2: TRICKS, TREATS, TRAPS

HP: 20

CHARACTERS: 2

ATTACK: 2

LEVEL: 4

COINS: 111

PIXLS: 3

PURE HEARTS: 2


We finally make it to Merlee’s mansion, an eerie mansion in my opinion. Let’s
investigate further what’s going on inside this mansion. Right where you start
this chapter, flip to 3-D to find a gap you can fit through to access a coin
block containing 8 coins-(I think). Leave here when your Flip Gauge has
replenished and enter the mansion itself. By the way, doesn’t the eerie music
outside remind you of Luigi’s screams from the game “Luigi’s Mansion.” It’s a
good game!
Inside, your first encounter will be with a monster-(a.k.a. Merlee’s) called a
Gnip. None of your attacks will work-(excluding items) so just flip or pass
them as such and enter the door at the end of this hall by flipping to 3-D.
Save your progress via the Save block to your left and speak to the housemaid,
Mimi. She welcomes you and tells you to enter the farthest room to the right
on the second floor. Go there.
By the way, Mimi isn’t who you think she is and is tricking us. Let’s just
follow what she says for now, okay? In this room, continue all the way to the
left and press UP on the green switch when you can. Notice how the title of
this chapter has the word “trap” in it? Well, this is obviously a trap; to
bypass this challenge of spikes coming towards us-(like in Hooktail’s Castle),
flip to 3-D and move to the wall to dodge the attack. When the mechanism lands
firmly on the floor, jump onto it and wait until it makes its return up. Hit
the question mark or coin block to receive a single coin and go left, jumping
unto the brown ledges, bombing the first set of brick blocks, flipping to pass
the set of indestructible blocks-(brown), bombing the second set of brick
blocks with Boomer, and flipping to 3-D to bypass the second set of
indestructible blocks. After all this, jump to the brown ledge with a chest
containing a HOUSE KEY. Good job.
Leave this room at last please. You see, if you would’ve been following Mimi’s
directions to find Merlee, you would be in a hectic situation with even more
traps because guess what, she wants to kill you! Although you should visit the
MIDDLE room on the second floor for extra coins and if you fall into the trap,
defeat the Swoopers, place Boomer on top of the red switch, detonate him, and
then run towards the pipe and enter. Anyway with the key, go down a few steps
to the first floor where Mimi, Merlee’s “housemaid” is and continue to the
right along the first floor. Guarding the locked door we want to go into a
monster called Gnaw, Merlee’s favorite pet. Certainly being larger than an
ordinary Gnip, flip to 3-D when it turns its back on you and quickly unlock the
door. Watch this hilarious scene when the Gnaw goes chasing Mimi down. Good
riddance! I’m being mean because she is a really evil, devious person like
Count Bleck. Trust me, later in the game she is SO annoying. Anyway, enter
the door we unlocked. In here, is our STAR BLOCK so hit it to end this chapter.
(E3) CHAPTER 2-3: BREAKING THE BANK
It appears that we’re getting closer to the Pure Heart, according to Tippi.
Something strange happens next though. A hologram or a ghost/spirit of Merlee
appears and says that she is very glad to see you and that you can’t meet with
her there for something is amiss she says and that someone’s after her. That
was weird. Anyway, descend the wooden set of stairs and at the bottom, flip to
3-D to go behind the staircase and take a MUSHROOM, if you need it. Flip back
to the other side and enter the first door to the LEFT of the second door.
Here in Room 01, defeat the Boos in here with Boomer and proceed to the next
door. In Room 03, quickly defeat the Growmeba before it duplicates itself too
much. Flip to find 4 blocks you can hit to access the door that you came from.
Hit them and then flip back to 2-D. Enter the door on the RIGHT side of the
room. In Room 02, hit one of the blocks to release a ZOMBIE SHROOM and the
other to receive a mere coin. Jump up the edges and enter the door above the
one you came from.
Here in Room 04, you will encounter your first Mister I, which from Super Mario
64 DS and the original Super Mario 64 for the Nintendo 64, can be defeated by
flipping one, and then by going around it a few times until it’s defeated.
Afterwards, hit the block for a single coin. Climb on top of the coin block
and the brown blocks to enter a new door to the RIGHT of the room because we
came from the LEFT side.
Well here is where we wanted to go to. We’re in the hallway now and our goal
is to reach the highest, or the second level of this room to speak with
“Merlee.” Proceed to the left a bit and then flip. We will then again have
4-(four) yellow blocks we can hit in 3-D to access the next level. Do so.
When you’re on top of those four yellow blocks flip again and hit at least one
before falling to the floor. It’s not too hard. Afterwards, jump to the
second level, or the ledge “Merlee” is on. By the way, are you really falling
for this? It’s actually Mimi! Refuse ALL of her offers to discover it’s Mimi.
Watch this disturbing scene as the real spiritual Merlee appears thanking you
for not falling for the trap and Mimi transforms into this spider-like
creature. I guess you now know Mimi is the chapter boss. You won’t fight her
where you are now, however. A barrier, according to Merlee, is protecting Mimi
and we can’t fight her in her current status. When you gain control flip or
just pass her immediately and enter the door at the end. In here avoid the
Swooper or defeat it and then use Slim to pass through an opening in the ground
at the very RIGHT. I must suggest that you hurry in every room before Mimi
enters and starts attacking.
In this next room bomb away the Cursya using Boomer, hit and then jump atop the
coin blocks, flip, and enter the door above. In the following room, defeat the
enemy with the blue cloud, place Boomer in the middle of the cracks in the
wall, bomb it, flip, and enter for a SHROOM SHAKE. Since Mimi is probably
already in the room by now, exit the wall opening where you are right now and
enter the door ABOVE the door to the LEFT. Here, defeat the Boo via Boomer,
jump to the ledge with a crack on it, bomb it, flip, and enter the door at the
end.
In here are Slurps but avoiding them in the interest of time, flip to 3-D to
hit some yellow blocks. Hit most of them then quickly go back to 2-D, jump to
the blocks, and jump and enter the door to the LEFT of the room. In this room
is an Atomic Boo, or a large Boo you need to defeat. Use Boomer to place next
to the Boo, look away, and when he’s close, detonate Boomer to cause damage.
Repeat this process until Boo is defeated. Afterwards, use Tippi to reveal a
staircase you must use to access the door above. Enter once you’re there. You
will see two restrooms: Men and Women. Before entering the Women’s restroom,
since Merlee is a woman, hit the block for a well-earned SUPER SHROOM!
(G1) CHAPTER 3-1: WHEN GEEKS ATTACK

BATTLE METHOD: Bowser, king of the Koopas, likes to stomp on you and use his
ferocious fiery breath against you. The most basic method is to use Boomer to
cause major damage, use Slim to bypass stomps, and simply jump on his head.
You can’t use Thoreau to pick him up because if you do, Bowser’s spikes will
damage you, doing nothing to him on the process. Avoid his fire breath at all
costs because it can cause serious damage to you; either than that he’s pretty
easy. Good luck!

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After the battle, Bowser will complain about how Mario ruins everything for him
and Mario, mostly Peach, will try to convince him to join our party. It takes
awhile to persuade him but he’ll join, he HAS to! He explains what happened
when he fell out of Castle Bleck and established his own castle in the
Bitlands. Afterwards, he finally joins your party.

YOU ACQUIRED BOWSER!!!

Quick Tutorial: Bowser, king of the Koopas, is very useful in terms of combat.
His ferocious fire breath can be used to drop almost any enemy that stands in
your way so use it as needed. His large and penetrating stomps cause double
the damage that Mario and Peach inflict when jumping on an enemy. This is
practically it. Enjoy your new party member!

After Bowser officially joins your party, some of his minions will appear
saying their farewells and explain that some of his minions have been
brainwashed and that he has the right to “dole” out punishment to those who
reject Bowser’s rule. After that cut scene, head to the right a bit and strike
the STAR BLOCK to finally end this chapter.

(G2) Chapter 3-2: BLOOPS AHOY

HP: 20

CHARACTERS: 3

ATTACK: 3/6-(represents BOWSER’S ATTACK strength)

LEVEL: 5

COINS: 255-263

PIXLS: 3

PURE HEARTS: 3

It is relevant that Francis’ lair is somewhere across the Tile Pool. Don’t you
just love the music here? Anyway, we have a few things to do in this chapter
one involving a Mini-Boss battle, so let’s get started! Before you do, I
suggest that you switch to Bowser so that you can defeat enemies quicker wit
his fiery breath.

Swim to the Right by pressing 2 repeatedly, defeating the Cheep Cheeps, and
taking the MUSHROOM in the block near by. After passing that area you’ll come
across a new and familiar enemy, a Blooper. Just defeat it using Bowser’s
“invincible” breath and take the HAPPY FLOWER-(11 extra coins please)
afterwards in the block to receive some coins. Pass the block with the flower
and swim over the suction, collecting the coins. Just continue to the right,
collecting the coins you see, defeat the Cheep Cheeps and the Bloopers. After
passing the passage with monsters and collecting your coins, you will encounter
a series of yellow-like “nails” that you need to ground- pound. Ignore them
for now and continue headway towards the right until you reach a green pipe
sequestered in indestructible blocks, and a Save block. Save first then switch
to Mario.

Using Mario, go underneath the green pipe and flip to 3-D. In 3-D, swim UP and
to the RIGHT a bit to access the pipe. Flip back to 2-D and enter. Switch to
Bowser in this new area and continue to the right. Okay, this area is more
difficult to pass as well as avoid. You will soon encounter whirlpools and
Blooper tentacles that can be annoying and can inflict damage-(tentacles only).
Swim as quickly as you can to dodge the tentacles and swim OVER or if possible,
UNDER the whirlpools to avoid getting rotated. Continue all the way to the
right avoiding the tentacles and the whirlpools. When you reach a dead end,
swim up and jump out of the water to encounter a drawing of posts on the wall.
The prominent clue on this drawing is the following: “From left to right: up,
down, down…” There is another piece to this clue and since I know it already
the ENTIRE clue is “From left to right: up, down, down, up, down, up”

Now it’s time to acquire the next significant piece to solve and end this
chapter. Leave the area with the drawing the same way you reached there and
head to the left, passing the whirlpools and the tentacles, going UP again in a
gap above, and entering the green pipe. In here, continue to the right, defeat
the Spiky Goombas, and enter the water at the end. Defeat the monsters easily
using Bowser’s fire breath and enter the door at the end which is actually
underwater. When you enter, the door is locked by the same cage-like object we
encountered when acquiring Thoreau in Yold Town. Defeat ALL the enemies with
Bowser to cause a huge chest to appear. Open it. It’s Thudley your next pixl!
He bases his decision on joining by awarding you “girth points” and when he’s
done with his girth points’ strategy, he joins you!

YOU ACQUIRED THUDLEY!!!

Quick Tutorial: Thudley, the upside-down pentagon-shaped pixl is very useful
for ground-pounding in general on enemies to cause major damage and using his
unique ground-pounding technique to hit and activate switches that require you
to pummel them into the ground. He has about the same color as Boomer, your
second pixl and I’m wondering something. Why do Mario and the others depend on
these pixls so much? Doesn’t Mario have this technique mastered already? You
can use him by first jumping on your own-(press 2) and then pressing 1 in
mid-air to perform a powerful ground-pound. Enjoy!

Once you acquire him, you’re going to have to exit this room. Swim to the
yellow-like nail coming out of the ground. Jump onto it, swim up by pressing
2, and then press 1 to activate the ground pound technique pummeling the nail
into the floor. Exit via the now only accessible door. Remember the series of
yellow-like nails in the beginning of this chapter? Well that’s where we need
to go. Exit through the pipe at the end of this area and in the next area
continue to the LEFT, avoiding the whirlpools and the tentacles, and jump up to
enter the pipe to exit this area. You should now be sequestered by the
indestructible blocks and next you-(outside) the save block. Flip with Mario
again too 3-D and get out of there. Save your game and move a little to your
left to find the series yellow-like nails. Head to the left of the first set
of three nails and defeat the two Cheep Cheeps if they get in your way. Using
Thudley now, ground-pound the nails to have them appear in this sequence from
LEFT TO RIGHT: up, down, down, up, down, up. If you make an error,
ground-pound the nails you made the error on and continue. Successfully
completing this simple puzzle will cause and create a door to appear. Enter.

Switch to Bowser as you enter this new area. Swim to the right and defeat
these indescribable fish-like monsters. Once you’ve passed them and are still
moving to the right, you will be stopped and a cut scene will occur. An odd
tremor will take place and a gigantic Gooper Blooper will appear with his
“intimidating” blue, yellow, and red tentacles. He wants to eliminate with a
quote,” tentacle-sandwich.” Anyway, let’s give him a beating.

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MINI-BOSS: GOOPER BLOOPER

HP: 18

ATTACK: 2

ATTACKS: Using his blue and red tentacle to strike you…that’s it.

BATTLE METHODS: Remember what the pixl in the first chapter told us? Well, we
have to attack the RED tentacle this Gooper Blooper has with Bowser’s fire
breath. Do this a couple times to inflict damage. Do this a few more times
and he’s a goner. Swim quickly to dodge his attacks with his other tentacles
so that you can avoid getting hurt. Finally, experiment with Boomer on his red
tentacle to see if this tactic works to possible inflict more damage. Good
luck!

-----------------------------------------------------------------------

When you’re victorious, the Gooper Blooper will leave in agony, leaving us to
proceed. Continue to the right to encounter a green pipe taking you outside.
Enter. Finally we’re outside! Go and hit the STAR BLOCK to finally end this
chapter.

(G3) CHAPTER 3-3: UP, UP, AND A TREE:

HP: 25

CHARACTERS: 3

ATTACK: 3/6

LEVEL: 6

COINS: 309-310

PIXLS: 4

PURE HEARTS: 3


Well, let me just state that we’re going to be here for awhile finding hidden
items, pipes, etc. Not to mention that we have another mini-boss in this area.
When you’re ready, let’s begin. Our first task is to scale this humongous tree
so let’s do that. Head up to the left to jump to your first green platform.
There, continue ascending and jump onto the yellow mobile platform to transfer
you to another ledge you can jump on colored green. Moving on, to jump to the
second set of indestructible dark brown blocks and defeat the Paratroopa-(red)
and jump across to the green platform to acquire a SLOW FLOWER. Jump back atop
the dark brown block you were on and continue to basically ascend to defeat the
green puff cloud and gain a level up-(I did). Ascend to the platform where a
HAPPY FLOWER is encased in a block and where a virtual-like blue monster is
encircling the platform. Take the HAPPY FLOWER and ground-pound the monster
twice to defeat it. Jump onto the block the flower was in and hit the above
block to receive a mere single coin.

Jump back down and jump to the dark brown ledge to the left and flip to 3-D.
Hit the yellow block-like platforms to create a ledge to the green one above.
Go there; once on the green platform, switch to Peach. Use Peach’s umbrella to
float to the other side where a platform is located. Ascend twice to the ledge
above that platform and use Peach’s umbrella to float to another platform.
Jump to the next green ledge where a red Koopa Troopa is patrolling. Defeat
it-(ground-pound being recommended) and ascend to the next ledge to your right
where the same yellow-like nails in the Tile Pool is.

Ground-pound it using Thudley to reveal a yellow mobile platform that will
transport you to another green ledge; jump onto it and jump again with Peach to
a small dark brown ledge. Use her umbrella there to float to another dark
brown ledge. Hit the block for a MUSHROOM and then defeat the green monster.
On the above ledge, simply jump to the above ledges, defeating the enemies, and
reaching the highest point you can go, where a door is located. Use Bowser’s
fire breath on the door to free it from the tree’s interior bark. Enter.

In here are many platforms, mobile platforms, ledges, pipes, blue/pink
switches, and monsters. Just follow my lead as best as you can. First off,
defeat the blue virtual-like monster you first see in here and then jump to the
mobile yellow platform moving up and down. Use it to let it transport you to a
ledge with a yellow pipe. Enter. When your transfer is over, save your
progress using the Save block and hit the blue switch to turn it pink. Leave
through the pipe you came from. Back at the bottom, you’ll spot pink platforms
generated via the switch we activated at the top. Climb them up to the next
ledge and defeat the flower-like monster spewing out musical notes to make you
fall asleep. After the flower is no more, hit the pink switch to turn it blue.

This will make the pink platforms vanish and you can now access the mobile
yellow platform going up and down, to another mobile yellow platform you must
ride and then too a ledge with the yellow-like nail. Ground-pound it to form a
ladder you can access to go the bottom. Here, place Boomer next to the switch;
quickly jump to the blue platform and then to the yellow mobile platform going
up and down. Once there, detonate Boomer to create pink platforms that you
can’t see from where you are. Ascend to the ledge where you defeated the
flower and jump onto the pink platform to proceed to another ledge with another
flower. Defeat it and wait for another yellow platform to approach you and
transport you to a ledge with…nothing!? Looks can be deceiving can’t they?
Flip to 3-D to discover a yellow pipe. Enter.

In here are many spikes going up and down, appearing, and disappearing. Switch
to Slim or use him if you have him already, and press 1 when they’re no spikes
to proceed to the end. When there are spikes, stay perfectly still until the
spikes vanish so that you can proceed. Don’t rush and take your time so that
you do not take damage. At the end, you should encounter a pink switch. Hit
it to switch the color to blue and then exit the area by doing the same tactic
with Slim. On a side note: those who’ve played the preceding Paper Mario game
and those who have acquired Vivian, this area should be a piece of cake since
she has the same ability as Slim in this game! Anyway, once you’re out of
there, jump to the blue platform that was created by the switch we activated
not too long ago and defeat the flower in the subsequent ledge. The next part
is tricky but I know you will master and overcome it. On this same ledge the
flower was on, there is a blue switch surrounded by dark brown
blocks-(indestructible) and spikes. Switch to Boomer and drop him onto the
spikes to activate the switch from blue to pink. This now pink switch will
cause the formation of a pink platform to the following brown ledge we need to
go on. However, past that is a gap where a blue platform is supposed to be.

To resolve this dilemma, drop Boomer in again but do not detonate him
immediately afterwards. Let him explode on his own time and jump across the
pink platform to the ledge above and wait until Boomer explodes. Successfully
doing so will cause a blue platform to be formed so that you can access the
yellow mobile platform to the next ledge. If you did this correctly, give
yourself a pat on the back! Ride the platform to another mobile platform and
then drop down to a yellow pipe extending from the wall. In here, flip and set
Boomer to detonate twice for each Chain Chomp-(they should be black).
Defeating them will probably give you a CATCH CARD and will reveal a chest to
acquire a PEACH (2) CARD. Once you’re finished, exit thru the pipe and then
jump to the mobile platform to the dark brown ledge above. Use Peach’s
umbrella to float across to reach a yellow pipe on the other side. Enter.

Don’t get frustrated because we’re almost done. In this new area, defeat the
monsters if you desire then jump onto the yellow mobile platform. While you’re
on it, switch to Slim and use him-(press 1) to bypass the spikes in your path
to the other side. Jump off and switch to Boomer. Move to your left a bit and
jump into the gap down below. Place Boomer next to the blue switch, do not
detonate him just, jump out of that little area and detonate him to create pink
platforms outside and turn the switch pink. Leave this area using Slim and
enter the pipe. Back out here, use Peach’s umbrella to float to the other side
and land on the ledge. Once there, jump on the pink platform, switch to Mario,
and flip to 3-D to jump up to the ledge above. Finally on this ledge, hit the
blue switch to create the door we have been waiting to form. Ground-pound the
block to receive a well-earned SUPER SHROOM and fall off this ledge along the
LEFT side of the wall to reach the yellow pipe we first used when we entered
the tree’s interior. Enter the pipe to reach the highest point of the tree’s
interior. Save your game and when you’re ready open the newly formed door.

You now being back outside, Dimentio greets in a faint language. He tells you
how long you he’s been waiting to fight you and about the strange “festival of
hair” that Mario has on his lip. You are then taken to Dimension D, a green
dimension where Dimentio’s attacks are quote, “256 times more potent.” Don’t
worry because no mini-boss nor boos in the videogame UNIVERSE has that kind of
power! Just ignore that comment Dimentio made because it’s just a way to
intimidate you. Let’s give him a good whipping!

-----------------------------------------------------------------------

MINI-BOSS: DIMENTIO

HP: 30

ATTACK: 4

ATTACKS: Cloning himself

Zapping you

Trapping you with boxes and firing you


BATTE METHODS: Dimentio is more challenging than the other mini-bosses we have
encountered in the past so you might need to put in more effort this time. You
can use Peach’s umbrella to avoid getting damaged by Dimentio’s zaps or at any
other time to avoid getting damaged so use Peach at this time. You can flip
with Mario to also avoid attacks. Use Bowser to cause a lot of damage with his
ground-pound attacks and fire breath. I also recommend using an item such as
an ICE STORM if things get out of your control. Good luck!

-----------------------------------------------------------------------

After winning the battle, Dimentio wonders why this dimension didn’t really
help him win this battle. I told you it is impossible!!! Anyway after he
leaves like most mini-bosses, we still need to end this chapter. Ascend the
green ledges, defeating the Lakitu and the spiky monsters, all the way to the
last green platform on top. Drop down to the left a bit to find a brick block
with some coins. Ascend back to top. Here, you will see some blue wind and
some red wind passing/blowing by. Jump atop the red wind just as the pixl said
and let it transfer you to a long green pipe. Enter.

In this new area, flip to 3-D and go behind the green pipe you came from to
find a coin block. Hit it and take the coins. Still in 3-D, head past the
pipe and flip to 2-D. Go to the right, past the pipe to find the STAR BLOCK.
Smack it to FINALLY end this chapter. Good job!

(G4) CHAPTER 3-4: THE BATTLE OF FORT FRANCIS

HP: 25

CHARACTERS: 3

ATTACK: 3/6

LEVEL: 6

COINS: 334-335

PIXLS: 4

PURE HEARTS: 3

Our heroes appear and Bowser says that this must be the place where the “dweeb”
Francis lives. Bowser thinks that his castle is cooler, although I disagree.
Peach starts to worry of the safety of Tippi. Then we see the annoying
chameleon, Francis taking pictures of Tippi inside a cage! Okay, now this guy
is creepy. The cut scene ends and we gain control of our heroes.

Walk to the right to discover that the door is locked. This is an expected
surprise. Flip in front of the door to see a green pipe to the UPPER-RIGHT
hand side of the screen. Enter the pipe. Underground, switch to Thoreau, grab
the block, and strike the blue switch. This will reveal a chest so open it to
acquire a FORT KEY. This key will unlock the front gate to enter Francis’
fortress. Leave and enter the front door using the key. Save your game as you
enter, and as you can see, Francis has maids and other servants working for
him. Either way, flip to 3-D and jump over the door to the right, but do not
enter. Enter the green pipe.

In here, defeat the blue mechanical maids and continue to the right. When you
reach a long multitude of spikes, (which is considered a dead end since you
can’t do anything to pass it easily), hit the yellow platform to flip it to
3-D, you yourself flip, and jump atop a long ledge leading to the right,
passing the spikes. At the end you’ll see an incarcerated pixl inside a jail
cell; ground-pound the blue switch to free Carrie, your next pixl. He’ll ask
you a survey to see if you both are on the same page about Francis. Answer
honestly and Carrie will join your party!

YOU ACQUIRED CARRIE!!!

Quick Tutorial: Carrie, the floating, or hovering-platform pixl is a useful
pixl you will often use. Using Carrie by simply pressing 1 and then mounting
off him by pressing 1 again, you will be able to move quicker and bypass traps
and obstacles in your way. Carrie has mostly a blue color and looks like a
perpendicular angle when not being used, and looks like a rectangle when being
used. Enjoy!

After receiving him, it’s time to leave this area. Use Carrie by pressing 1
and then just simply and literally move past the spikes, flip, and enter the
pipe at the end. Back in here, flip to jump over the door, flip back to 2-D,
and enter the door itself. In here, pass the entire hallway, ignoring the huge
door Francis and Tippi are in, and enter the door at the end. In this new
area, flip to 3-D to reveal a set of stairs you can climb to the second floor.
Do so. On the second floor, you’ll encounter a huge mechanical monster that
throws out miniature mechanical maids which can also harm. If you want to
defeat it, switch to Thoreau and use his throwing ability to grab one miniscule
maid, and throw it at the source, the huge maid, when it opens its
mouth-(cannon). Either or, enter the door to the left. In here are two other
doors-(three in total) that you must enter to proceed. First defeat the blue
mechanical maids and then head to the left to find a loose and wiggling door
along the very top of the wall. Use Thudley and ground-pound it to send it to
the bottom.

Do the same to the door on the left and enter this one. Flip in here to climb
the ledge closest to you, flip back, and then switch to Peach; float to the
other side using Peach’s umbrella-(press 2 twice to jump and then again in
mid-air). Switch to Mario, flip, ascend the steps, and land on the third
floor, or on the next level. Defeat the maid(s) here and enter the door at the
end. You’ll end up outside so head to the right and wait for a flying
miniature maid to come towards you. When it’s close enough to grab with
Thoreau, throw it at the blue switch to create the section of the fortress that
serves as a bridge to the other side. Defeat the maids along the way, if any,
and enter the door at the end. In here, speak to the green mechanical maid to
be asked a series of questions to ensure that you’re Francis or “the master.”
Answer TRUE to all questions and enter the code: 2828 to gain access to the
private room. Enter. In here is a large gray mechanical maid that you cannot
defeat. Simply ignore it for now and hit the block for a MUSHROOM. To reach
the chest, we’ll have to wait until the maid is near the ledge, jump onto the
maid, and the momentum from our jumps will push us to ledge where the chest is.
Open it and take the FORT KEY. Well, that’s one key down and one key left to
go! Exit this room via the only door. Exit this room as well, ending up
outside, and enter the door at the end of the path heading LEFT. Flip with
Mario to 3-D and descend the stairs to the second, or bottom level. Enter the
door. Finally in here, head to the right a bit and enter the first door you
see as you proceed.

In this area, are spike traps which you can easily avoid by pressing 1 using
Carrie. Enter the door at the end. You will see yet again another green
mechanical maid you must speak to. You will be asked another series of
questions and answer TRUE to all of them and then enter the code: 2323. Enter
the newly formed elevator. Once your transport is over, climb to the ledge
with the chest using the gray maid’s help. Open the chest to take the FORT
KEY. Those are the two keys we need to battle Francis! Exit this room,
descend with the elevator, exit this room, leave using Carrie’s unique hovering
ability, and exit this room. Here, head all the way to the right, flip to
descend the stairs, and enter the door to the left.

Go to the preceding room or the room before this one where we enter Francis’
room, to save your game. When you’re ready, reenter the door to you right,
switch to Peach since only quote, “hot babes” are permitted to enter Francis’
room, and place the two keys in the key holes. You will be asked a series of
questions to see if you’re “compatible” with Francis so answer TRUE to all
questions and you’ll be granted access. Enter.

Francis is really surprised and anxious at the fact that a “hot babe” is in the
room. He boots up a computer program from his laptop to speak to Peach in a
more romantic style and you’ll be asked series of question. Answer them as you
desire but Peach will become upset and puts emphasis on wanting to know where
Tippi is. Francis gets annoyed at the fact that there’s no answer for that and
Peach uses Boomer to destroy this annoying program. He becomes upset that his
Nerr2Babe patch is gone and refuses to give up “Francine,” actually Tippi. You
know what this means… battle time!

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CHAPTER BOSS: FRANCIS

HP: 40

ATTACK: 2-4

ATTACKS: Throwing maid bombs

Swallowing you

Taking photos


BATTLE METHODS: You shouldn’t stay in any one place because since Francis
likes to disappear and then reappear, you can get hurt and possibly be
swallowed by his tongue taking damage. Ground-pound him when you get the
chance or use Bowser’s fire breath to cause major damage. Use Thoreau to throw
the maids that Francis throws out. This battle isn’t too hard. Use your
flipping reflexes with Mario to dodge some of Francis’ attacks and you should
be fine. Good luck!

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Yeah run off Francis!!! I can’t stand him! Anyway, after the annoying Francis
departs, Tippi’s happiness reveals the next Pure Heart! The Pure Heart was
always within Tippi! Tippi thanks Mario and the others for coming to her
rescue and she encourages Mario to take it.

YOU GOT TIPPI!!!- (once again…)

YOU GOT A PURE HEART!!!

Four Pure Hearts down; and four left to go.

(H1) Castle Bleck:

As usual at Castle Bleck, the foolish mini-bosses report their failure. This
time it’s Dimentio. He reports how they managed to beat him and says that
they’re very strong. Dimentio even says that they might even be powerful
enough to defy the prophecy. Bleck says that the Light Prognosticus is false
and that it’s time to send “him” on our heroes. The rest of the minions return
to their posts and Natasha starts to wonder if what they’re doing is okay.
Dimentio appears after everyone leaves and states that Bleck and Natasha have
such “deep” conversations and that he has his own projects to attend to.
That’s strange.

(H2) Flipside:

HP: 25

CHARACTERS: 3

ATTACK: 4/8

LEVEL: 7

COINS: 350-352

PIXLS: 6

PURE HEARTS: 4

Read the romantic dialogue between Blumiere and Timpani as they break up and
afterwards our heroes exit the yellow dimensional door. Afterwards, Merlon
appears and explains that the reason why the Pure Heart appeared in that
fortress was because the ancients hid it there safely and the seal protecting
the Pure was broken via a powerful pulse of love and trust. The
interdimensional Void expands to a larger state of size and Tippi suggests that
they should begin finding the next Pure Heart as soon as possible. First, we
need to rest, stock up on items, and then search for the Heart Pillar. Take
the elevator to the second floor and stay at the inn for a mere 5-(five) coins.
Isn’t good to have Tippi back?

After a good rest head to the left and enter the item shop to stock up on
items, store, or pick up any. Please spend a maximum of 70 coins so that you
can keep up with my updates and the walkthrough! Exit the shop, save your
progress, and flip to head for the Outskirts. Once you’ve crossed the path
leading to Flipside Outskirts, head left to find a light version of the nails
we found in Chapter 3; just head all the way to the left set of nails,
ground-pound the first one, and then the second one. In other words, the
ENTIRE set of nails from LEFT TO RIGHT: down, up, down, up, and down.
Successfully completing this will cause the fourth Heart Pillar to appear.
Insert it adequately to cause a GREEN dimensional door to appear. Good work.
Exit the Outskirts,-(sorry for not going into detail) take the elevator to
Flipside Tower after saving, and enter the YELLOW dimensional door to quickly
return to Chapter 3-1 for an optional and useful pixl.

Once you enter the Bitlands, head to the right a little and examine the bush by
pressing UP. The pixl is pleased to hear the news that you successfully
rescued Tippi and since he doesn’t have anything else to do, he’ll join you.

YOU ACQUIRED BARRY!!!

Quick Tutorial: The prickly-looking pixl, Barry, joins your party to help you
counteract enemy attacks. You can use him to create a protective barrier
around you to defend and counteract attacks. Be sure to have appropriate
timing or else you’ll be damaged. He either has a purple or lavender color.
Remember to press only 1 only when you want to activate the barrier.

After you acquire him, it’s time to leave for Chapter 4. Press + to open the
menu, press “Important Things,” and choose the RETURN PIPE to return from the
Bitlands, to Flipside. Once you return, head a bit to your left and enter the
GREEN dimensional door to your fourth world.

(I1) CHAPTER 4-1: INTO OUTER SPACE

HP: 25

CHARACTERS: 3

ATTACK: 4/8

LEVEL: 7

COINS: 277-280
PIXLS: 7

PURE HEARTS: 4


The title certainly points out that our fourth world is in outer space! That’s
pretty cool. Tippi verifies that we’re in outer space and then Mario starts
shaking uncontrollably meaning that he needs air. Question, how were they able
to breathe underwater in the Tile Pool? Anyway, Tippi freaks out and doesn’t
know what to do about the dilemma. They are flipped and end up in Flipside.

(I2) Flipside:

(*UPDATE:* SEE ABOVE)

Tippi suggests that we should go to Merlon for advice. Leave the tower and
enter his house on the second floor. Merlon is shocked at the fact that you
ended up in outer space and that you should be okay if you had a space helmet.
Merlon attempts to find the space helmet but figures out that he cleaned his
shelves and gave the helmet to someone in town. It was someone random so I
guess we have to find him. Exit the house. Head to the right, past the
elevator to the tower and take the elevator to Flipside’s third floor.
Continue left to find a small boy holding a fish bowl with a fish inside.
Speak to him. He understands the situation like a decent, considerate
individual and gives you the GOLDFISH BOWL. You aren’t able to use this yet
and we must find a place to set the fish, Captain Gills, in water.

Take the elevator to the second floor, go all the way to the left, and take the
elevator to the first floor; on this floor head to the right and take the
elevator down to Flipside B1. Head a bit to the right to see a “small” body of
water that’s actually bigger, but you can’t see it. Walk up to the surfaced
section of the water, not entering, and press YES to release the goldfish into
the water. You will then receive the HELMET. Now we can access and explore
our next area well being outer space. Return all the way back up to Flipside
Tower using the proper elevators and enter the green dimensional door.

(I3) CHAPTER 4-1: INTO OUTER SPACE

HP: 25

CHARACTERS: 3

ATTACK: 4/8

LEVEL: 7

COINS: 277-280

PIXLS: 7

PURE HEARTS: 4

Emerge from the door to officially explore outer space. Don’t you just love
the music? Anyway, let’s begin the exploration and the domination of this new
chapter. Shall we?

Move to the right by “swimming” all the way to the right until you reach a dead
end. Once there, move down to begin to see these SOS signals. Stop moving
when you reach the source and use Tippi to reveal a spacecraft. After it’s
revealed, approach it and examine it by pressing UP. An alien-like creature
will rise from the spacecraft named Squirps. Tippi believes the alien is
allied with Count Bleck but denies and agrees that in order to get the Pure
Heart, they both need to work together. When you get an option I suggest you
choose YES, SIR! This response is probably more respectful and will please
Squirps.

In order to proceed out of this area, you will need to warp. To do so, press,
hold-(15 seconds), and release A to give Squirps your own power-up energy;
doing so successfully, you will warp to a new area. To maintain briefness,
Squirps will join you temporarily to defeat enemies by pressing 2 to shoot.
Please move and continue to the right, defeating the Jelliens, and save your
progress using the Save block, and then enter the warp hole. In this new area,
you will encounter rigorous monsters called Fotons. Defeat them if possible
with Squirps and continue space-swimming to the right. At the end, you will
find two warp holes. Enter the one above the bottom one.

Defeat the Jelliens and the Fotons, ignore the warp you see next to the one you
came from, head all the way to the right defeating all the enemies, and enter
the warp hole at the end. In here, go to the left once you enter to defeat the
Warpids by repeatedly pressing 2 with Squirps, and when you’re ready, enter the
warp hole at the end to the left. Here, continue to the right, defeating all
the Fotons, and hitting the STAR BLOCK to end this chapter.

(I4) CHAPTER 4-2: A PAPER EMERGENCY

HP: 25

CHARACTERS: 3

ATTACK: 4/8

LEVEL: 7

COINS: 297-300

PIXLS: 7

PURE HEARTS: 4

Mario and the gang travel with Squirps trusting him that he knows where the
Pure Heart resides. In this chapter you are taken to a miniscule planet called
Blobule where Squirps says that there should be an entrance to the Space Byway,
a detour to the Pure Heart.

After some more dialogue of Squirps forgetting where the Space Byway is
located, he whines that he has a strong urge to use the bathroom. He runs off
leaving us to search for clues ourselves. Go to the right and fall off the
ledge. You will see a restroom and Squirps outside the lavatory. Speak to
him. The bathroom is occupied by something actually and this can be proven
when we find some toilet paper. Speak to the person occupying the restroom
from outside. He says he wants toilet paper and has been waiting 100 years to
have some. Wait a little longer. Jump to the small ledge of brown
indestructible blocks and continue to the right. Jump again over the huge gap
to encounter a monster that moves its head, a Longator. Watch your timing when
he tries to attack you and jump on his head a couple of times to eliminate him.
After the elimination, jump UP on the center of the ledge you’re currently on
to reach a ledge with two blocks containing a coin and a MUSHROOM. Jump down
and continue to the right.

If you jump all the way down you will find a locked door. This clearly means
that we need to retrieve a key. Let’s do that. Jump out of that area where
the locked door is and jump to a ledge with a coin block on it. Take the coin
and jump to the right to reach a ledge with a Longator. Defeat it quickly and
jump across the large gap using the small brown “you know what block” and jump
from there to another ledge. Here, you will encounter a sparkling opening in
space called a space rift above a statue with a large bearded man and a small
bearded man on top of the large one. Ignore the space rift for now but
remember where it is since we must return here to interact with its secret(s).
Jump off this ledge.

On the very bottom of this gap, is a brick-like coin block you can strike to
receive a few coins. Flip to 3-D right there to see an opening leading to an
ULTRA SHROOM SHAKE. I highly recommend that you acquire this since it can be
useful for emergencies when you’re low on HP and you’ll save 300 coins since
that are what they cost at the item shop. Jump out of this area with the help
of the coin block and the brown block to reach a ledge with a Longator. Defeat
it and jump across the gap to reach a door covered in brick-like blocks. Use
Boomer to destroy these blocks to gain access. Enter.

Save your progress as soon as you enter this new area and jump out of this area
to the RIGHT. Flip to 3-D to reveal an emaciated opening in the wall you can
cross with Slim. Press 1 to do so and press 1 subsequently to return to normal
status. Once you cross this opening, you will encounter two things: coin
blocks and a new enemy called a Boing-Oing, a more rigorous version of the
Sproing-Oing. Defeat them via Bowser’s ground-pound inflicting 16 points of
damage per successful attack, and they should be history; strike the coin
blocks for a mere coin and a flower which I forgot the name of. Jump all the
way up out of that area and head to the left to find a blue switch you can hit.
Do so to reveal some brown ledges.

Head to the right now please and defeat the Choppa, a helicopter-like monster
with Bowser’s fiery breath, and continue to the right jumping to another ledge.
Jump across the gap and enter the green alien-like door at the end. This is
the house of a yellow creature I do not know of. He advises you to visit the
elder. Exit his or house and flip to 3-D. You will see a thin path you can
cross. Do so and hit the block at the end for PAL PILLS. Cross over to the
other side and jump down to see a door. Ignore that door and continue to the
right since that door will bring us to an alien’s house which a complete dead
end. Jump to the bottom of the gap ahead and flip to reveal an opening you can
cross to the other side. Hit the coin blocks and climb them up to another
ledge with a door. Enter. In here, jump onto the coin blocks, hitting them
with Thudley and then receiving a SUPER SHROOM and a MEGA STAR!! Defeat the
Fuzzies ahead and the other monsters with the item of glory and jump up to
enter the door at the end. Here, we FINALLY get to see the elder. Okay, jump
off the ledge, defeat the enemies here with Bowser to make it easier and
quicker, and enter the door at the end. Speak to the elder-(who’s gray) and
Blappy, 72, will offer the clue for 1,000 coins. Reuse the offer by choosing
the option: “Too rich for my blood.” Pay the man either 100 coins or 10 coins
since you should have that amount and he’ll give you the ANCIENT CLUE. In case
you ever forget what the scroll states I’ll personally write it here word by
word which states: “By rock man’s noggin, when outer space is reversed, the
door secret hides.” Hooray! This paper can now be used as toilet paper for
the occupied person in the bathroom. I’m deeply sorry, but I won’t be going
into detail about how to return since that’s just too much to write. If you
have a personal question, do not hesitate to send me an
e-mail message expressing your concerns. Thank you.

Once you finally arrive at the restroom, approach the door, press UP, and give
the ANCIENT CLUE to the thing occupying the restroom. It’s… Fleep! Fleep was
the one occupying the restroom for 100 years! Well that’s a long time. Fleep
sings his gratitude to you and joins your party!

YOU ACQUIRED FLEEP!

Quick Tutorial: Fleep, the pixl who’s reversible, is useful for revealing
hidden items and tools by flipping them. Using him, you can flip sections of
the screen and uncover things that might be useful. Press 1 to use him, direct
him to a place to flip by using the control pad, and press 1 again. Fleep has
a rectangle figure overall, has two eyes like very other pixl, and these two
miniature aqua wings on the side of his body. Enjoy!

After Fleep joins your party, Squirps exits the restroom with great relief and
satisfaction. Good. Now it’s time to head for the space rift atop the two
bearded statues. Do you remember where it is? Either way, I’ll guide you
there. Jump atop the brown platforms, land on another ledge, and jump again to
a higher ledge you can reach easily by jumping; continue past the locked door,
continuing to the right jumping past the gaps, and jump up to the statues. At
long last, use Fleep by pressing 1; move him in front of the sparkling space
rift and press 1 again to flip it. Doing so successfully will cause a DOOR KEY
to appear and fall atop the small bearded statue. Return to the locked door
you passed earlier, unlock it, and enter.

Defeat the Fuzzies in your way with Bowser and at the end; strike the STAR
BLOCK to FINALLY end this chapter!!!

(I5) CHAPTER 4-3: THE GATES OF SPACE

HP: 30

CHARACTERS: 3

ATTACK: 4/8

LEVEL: 8

COINS: 370-375

PIXLS: 8

PURE HEARTS: 4

We enter the Space Bypass with the help of Squirps and here, we have to find
somewhere to access the Whoa Zone, a challenging and annoying chapter. Tippi
believes this is all a joke and again, demands answers. Squirps releases
gas-(ewe…) and we gain control in a place referred as the Outer Limits.

Once you gain control after the conversation, head to the right destroying the
brick blocks with Squirps’ power. Defeat the Jelliens along the way and you
will soon encounter an odd-looking platform called a Hedron which is
indestructible according to Tippi. Ignore it and continue to the right to
encounter more Hedrons, Jelliens, and a block with a SUPER SHROOM. Defeat as
many Jelliens as you can and at then of this area, you will come across an “X”
mark. Use Fleep to interface with it by pressing 1 and then 1 again when Fleep
is in front of the mark to cause the formation of two platforms; approach the
one with the hole and press UP to examine it. Choose the SQUISH option to
squeeze Squirps into the hoe and cause a door to appear. Enter.

Head to the right to find another “X” mark; flip it using Fleep to reveal
another set of green platforms, this time with two holes. TWIST Squirps into
the hole on the left and we now need to go get something that starts with “cho”
and ends with “late” according to the sign. I think it’s chocolate but to find
out, enter the warp hole to right after saving your progress. In this new
area, space-swim to the left to find a greenish-like warp hole to enter.
Collect the coins here and when you’re done, exit thru the green warp hole.
Now, head to the VERY top or the highest upper-right hand side of the screen to
find a blue warp hole enter. If you continue a little more to your right you
will find a shop that sells candy and other sweets. Speak to the person on
charge and purchase either a SWEET CHOCO-BAR, or a SHROOM CHOCO-BAR. Exit this
area through the blue warp hole, return to the purple-red warp hole to reach
Squirps, and give him the choco-bar you purchased.

The door will appear as soon as Squirps duplicates himself and inserts himself
into the two “key” holes. Finally, enter the door. Defeat the Warpids and hit
the STAR BLOCK here to end this chapter.

(I6) CHAPTER 4-4: THE MYSTERIOUS MR. L.

HP: 30

CHARACTERS: 3

ATTACK: 4/8

LEVEL: 8

COINS: 327-360-(preferably the latter)

PIXLS: 8

PURE HEARTS: 4

The title of this chapter doesn’t quite fit the description of our current
location, The Whoa Zone. When you enter, Squirps is glad that we’re finally
here and that he’ll be leaving ahead to where the Pure Heart awaits. Tippi
gets upset at the fact that Squirps leaves us at a time like this and she’s
shocked that she can feel the Pure Heart somewhere in this area. Let me just
state that this place is EXTREMELY complicated and that you can get lost VERY
easily. Please, I beg of you, follow my words as we proceed because we’re
going to be here for awhile. When you’re ready, head to the right, save your
progress, and enter the door.

In here, defeat the Tileoids which come in red, yellow, and blue. Collect the
flower in the block to receive some coins-(10), jump to the other side, hit the
block for a MUSHROOM, jump to the ledge above the door, flip, and enter the
door revealed. In here, defeat the Tileoid(s), take the SLOW FLOWER in the
block, and jump down to meet a Pigarithm and defeat by jumping atop it
3-(three) times. Jump back to the ledge you were on before, switch to Peach,
and use her umbrella to float and land on the other side. Enter the door. As
soon as you enter you’ll encounter a monster that looks like a Mister I but
it’s really a Barribad that can shield itself as you approach him. You have
two options to get to the chest: defeat it by using Bowser’s fire breath or
flipping past it and reaching the chest. I recommend you defeat it to receive
some points to your score and receive some coins. Either or, open the chest to
acquire a DIMENSION KEY. Good work. Leave this room. Back here, jump into
and out of the gap. Flip to 3-D to reenter the door we came from. Leap off
the ledge and enter the door below.

Defeat the two Pigarithm as you enter this new area, continue to the right, and
flip to 3-D to reveal stairs you can climb, ascend them. On the subsequent
level, you’ll see a Pigarithm on the ground and one on the ceiling. Okay…
defeat the one on the ground and unlock and enter the door at the end of this
level. You emerge from the door on the ceiling above the door we unlocked and
gravity is reversed! You won’t fall so don’t worry if you jump or get damaged.
Defeat the Pigarithm and go to the right and enter the door at the end of this
path by pressing DOWN.

To be honest, we’re going to have to deal with this gravity business for most
of this chapter so get accustomed to being along the wall, or on the ceiling.
Literally, continue by pressing UP-(remember the controls are sort of reversed
now) and jump into a small gap. Jump past this gap and enter another small gap
to access a door. Enter. You’ll land along the other side of the wall. On
this side of the wall, continue going DOWN along the screen following the path
and enter the door at the end. Hooray, we’re back to normal… for now!
Continue to the right a bit and flip to reveal a green pipe. Enter.

Collect the coins here and go to the other side and collect the coins from that
coin block. Exit thru the pipe by pressing UP since we’re on the ceiling.
Back in here, there’s a locked door we can’t access yet so just exit this room
thru the door we came from. In here-(follow these words precisely), go back by
moving UP along the wall, jumping into a small gap, then jumping back out, and
reenter the door-(press LEFT) you see to go back to the other side of the wall.
On the other side, go backwards towards the right side along the wall jumping
out of the gap. Switch to Peach and float with her umbrella to the other side.
Enter the door on the other side which you’ll see after your descent with the
umbrella.

Switch to Mario after you enter and flip to 3-D to go down the stairs. Still
in 3-D, move to the left and then down to end up on the bottom level. Defeat
the Tileoids-(yellow and red) and then hit the black gravity switch- (which has
arrows pointing up and down) to end up on the ceiling. If you want, turn your
own head upside-down to make it easier for yourself. Enter the door at the end
on the ceiling by ascending the stairs on the ceiling in upside-down mode. In
this new area, still being on the ceiling, continue to the right and defeat the
Pigarithm. Return to the first ledge that the door is on, switch to Peach, and
float to the other side. Afterwards, switch to Mario and flip to reveal a
door. Enter.

We are now on the ceiling of the room where the door is locked and where the
key is. Continue to the right and at the end, open the chest to acquire the
DIMENSION KEY. Unfortunately, we have to return to this room in right-side up
mode. Flip, go behind the door, and reenter. Back in this room, follow the
path, jumping into the gap we crossed with Peach, and reenter the door at the
end. Descend the stairs on the ceiling and hit the gravity switch to return to
normal and to the ground. Flip at the bottom of the staircase on the ground
and jump to the floor above. Ascend the stairs and enter the door all the way
to the left. I hate being along the wall, don’t you? Alongside the wall again
go DOWN along the screen and enter the door in the small gap. On the other
side of the wall, go DOWN-(to the left not right) alongside the wall again and
jump the ledges to reach the door we want. Enter.

We finally return to the room we entered the green pipe in and where the locked
door is. We should be on the ground not on the ceiling since we pressed the
gravity switch. Anyway, unlock the door to the right and enter. In this brand
new area, hit the gravity switch to wound up on the ceiling again and continue
to the right until you reach a dead end and another gravity switch. Hit the
gravity switch to return to the ground and you’ll reach a “dead end.” Use
Tippi’s unique ability to reveal a hidden door and enter.

In this room are Hooligans. Defeat them with Bowser’s ferocious fire breath
and at the end; hit the gravity switch to direct gravity to a 90 degree angle.
Once you’ve made it all the way to the side of the wall-(90 degrees), defeat
another set of Hooligans, hit the gravity switch twice-(the second time when
you’re on the ceiling), ignore the door you see since we’re not ready, move on
DOWN to reach a door. Enter.

Take a sigh of relief as you enter since the chest with the key is in this
room. Move down away from the chest to find a door. Enter. You’ll gladly
emerge from the door on the ground to access three blocks containing a SUPER
SHROOM, a ZOMBIE SHROOM, and another SUPER SHROOM! Collect the two SUPER
SHROOMS and defeat the ZOMBIE SHROOM for some coins and points. All healed up,
enter the door to the right, past the blocks. You will land on the ceiling
once more so follow the path to the chest containing the DIMENSION KEY!!! Take
it, reenter the door you came from to land on the ceiling, go to the left to
enter the door, and follow the path UP to enter the door at the end.

Back in this room, move down to hit the gravity switch to land firmly on the
ground and then hit it again to move all the way down to the side of the wall.
Go UP along its side and hit the gravity block to land on the ceiling. Enter
the door there at last. In the second to last room of the Whoa Zone, hit the
gravity block one “last” time to end up on the ground. SAVE your progress and
when you’re ready, unlock and enter the door.

Squirps complains about how long it took us to reach him and by the way… does
he have ANY idea how hard it was to get here!? Anyway, the mysterious Mr. L,
as mentioned at the title, appears. Doesn’t he remind you of someone? He
kicks Squirps out of the picture after he introduces himself and mentions that
his name is cool. He’s annoying already so let’s just give him a good beating.

-----------------------------------------------------------------------

CHAPTER BOSS: MR. L.

HP: 40

ATTACK: 3

ATTACKS: Super jump

Ordinary Jumps

BATTLE METHOD: You can practically use anything to defeat in his first phase
but don’t lose too much HP since you’ll battle him in his robot. After
defeating him face-to-face, he’ll bring out his BROBOT. I suggest using Boomer
to attack him in the first part of the battle since Boomer should cause about
10 HP per successful hit. Good luck!

CHAPTER BOSS: MR. L/ BROBOT

HP: 255

ATTACK: 4-5

ATTACKS: Launching Missiles

Shooting at you with green zaps

Shooting with a laser beam

Shooting with LARGE Missiles


BATTLE METHOD: Okay, this battle may seem difficult but it actually isn’t. You
can use Squirps now to attack for 2-3 damage per hit. Grab the power ups in
space to create barriers around, power-ups, and shoot missiles to the Brobot.
Use an item if you have to but overall, it’s an easy battle. Good luck!

After the battle, Brobot is temporarily destroyed, Mr. L leaves sadly, and
Squirps and the others pull themselves together. After the cut scene, move up
ahead to enter a door. This is an odd scene. The golden statue must be
Squirps’ mother, Squirpina XIV. Squirps is in fact the prince of Squirpia.
Take the Pure Heart we have been thriving for.

YOU GOT A PURE HEART!!!

Five Pure Hearts down and three to go!

(J1) Castle Bleck

Meanwhile at Castle Bleck, Natasha assembles an orientation regarding Mr. L.
Mr. L refers to the rest of Bleck’s minions as “juniors” making O’ Chunks and
Mimi upset. He departs to repair his Brobot and Count Bleck recites a passage
from the Dark Prognosticus about the man in green standing up with the Chaos
Heart bringing darkness to all. Dimentio summarizes this as the
minion-in-training, Mr. L. O’ Chunks denies this fact and is sent on the
mission to dispatch this hero. The other minions depart and Natasha has a
personal conversation with Bleck about how things would be different if she
would have been Timpani. Count Bleck says that’s not so and he departs leaving
Natasha to wonder of his last words.

(J2) Flipside:

HP: 30

CHARACTERS: 3

ATTACK: 5/10

LEVEL: 9

COINS: 483-490

PIXLS: 8

PURE HEARTS: 5

Read the romantic and dramatic story between Blumiere and Timpani about finding
a better location to better suit their love and get married. Afterwards, the
gang emerges from the door to Flipside and Peach realized a change from Tippi
that she’s more cheerful. Merlon appears glad to hear that they found the fifth
Pure Heart and then, Tippi collapses! You are instructed by Merlon to come to
his house and we do. In Merlon’s house, Merlon explains how Tippi didn’t
always used to be a pixl and that she was a human at some point when Merlon
found her. The Void grows larger and the scene tremors for awhile. We are
told to find the next Heart Pillar and Merlon will take care of Tippi.

Head to the inn to recover, stock up on items-(90 coins maximum), and save your
progress. After doing all this it’s time to find the Heart Pillar. The Heart
Pillar is not in Flipside to be honest with you. Take the elevator to the
first floor and go all the way to the right. On the wall you should see a
crack so bomb that with Boomer to create an opening. Flip to 3-D and enter.
Go to the left for awhile and in between two buildings you should see a space
rift like in outer space. Flip it using Fleep to reveal a blue switch. Hit it
to reveal another path you can cross by flipping. Enter the door at the end.

(J3) Mirror Hall:

Welcome to Mirror Hall! In this quiet desolate place you’ll see 8-(eight)
switches you can hit which represent the doors on Flipside/Flopside Tower.
There are four on the right side and four on the left side. Simply strike ALL
of them from LEFT to RIGHT. In other words, strike: red, orange, yellow,
green, light blue, blue, purple, and black. Successfully completing this task
will cause the center glass in this hallway to shatter. Walk up to it, flip to
3-D, enter the other side, and enter the door UP in 3-D or to your LEFT in 2-D.

(J4) Flopside: (for *UPDATE* refer to the Flipside section above)

You’re now in Flopside, the town adjacent to Flipside! Flip to across the path
and enter Flopside first floor. Even though we’re new here, it’s almost SAME
thing as Flipside it just has a more “sophisticated” appearance. Flip again or
stay in 3-D and go UP to reveal an opening you can enter. Enter. Head to the
right and take the elevator UP to Flopside second floor. Continue to the left
to meet the Flopside version of Merlon, Nolrem. He explains to Mario and the
gang that they’re actually in Flopside and that he’s not the Merlon they know.
He’s pleased to meet you and Nolrem tells you that the Heart Pillar is one
floor UP. Let’s go there. Take the elevator to the LEFT of Nolrem’s house to
Flopside third floor; head to the RIGHT instead of going left like in Flipside
to find the Heart Pillar. Finally, place the fifth Pure Heart into the Heart
Pillar to cause a LIGHT BLUE dimensional door to appear in FLIPSIDE. Nolrem
approaches and delivers the message that Tippi has been healed, and that
they’re waiting at the top of Flipside Tower. First, we need to officially
enter Flipside. Leave the third floor via the elevator to the second floor.

If you have at least 300 coins at this explicit point-(and you should), head to
the left and flip in front of the fortune-teller’s house-(Merlee’s) to speak to
a man named Welderberg. Welderberg will offer to build a blue pipe leading
from Flopside to Flipside instantaneously. If you do not have 300 coins or
just don’t think it’s worth the money, go to the first floor here in Flopside.
Once on the first floor, flip to 3-D to go all the way UP across the first
floor with Carrie to move faster, and enter the opening to wound up on the
other side. There, head to the right and flip between the card shop and the
locked building again to cross the path to Mirror Hall. Enter.

(J5) Flipside:

Flip in front of the middle section of the broken window to access the other
side. Enter the door. Flip, cross the path to the first floor, enter the
opening that’s all the way UP in 3-D and all the way to the RIGHT in 2-D and
enter the elevator going up to the second floor. Save your progress before
entering the elevator to Flipside Tower and when you’re ready enter the
elevator to reach Flipside Tower, and meet Merlon and Tippi in front of the
LIGHT BLUE dimensional door.

Tippi explains that she feels better now and is ready to go. Merlon will not
disagree since Tippi’s knowledge is very useful. Merlon requests that you take
good care of her and when you’re ready enter the LIGHT BLUE dimensional door to
our next world.

(K1) CHAPTER 5-1: DOWNTOWN OF CRAG

HP: 30

CHARACTERS: 3

ATTACK: 5/10

LEVEL: 9

COINS: 395-400

PIXLS: 8

PURE HEARTS: 5

Our fifth world is drawn and the light blue door leads us into mid-air! Tippi
says that she cannot see the Pure Heart from where we are and Mario and the
others fall to the ground. These natives called Cragnons look like they’re
going to eat us with their spears and all, but they aren’t. They pick us up
and take us to an elder’s house and they explain to us their unfortunate
troubles with the Floro Sapiens and their kidnappings. Agree to help them out
by choosing the “Sure thing, brah” option.

A Cragnon then enters reporting bad news of King Croacus’ return, king of the
Floro Sapiens. The elder begs for your assistance and afterwards, you gain
control. Exit the elder’s house. You’ll then meet these sunflower-like
creatures called Floro Sapiens. They have a connection to the Pure Heart so I
guess it’s a good idea to ally with the Cragnons knowing that we’ll receive the
Pure Heart. After the chat with the Floro Sapiens, defeat them by first
dodging their attack and then I suggest using Bowser’s fire breath of
ground-pounding them. Following their defeat, you’ll find that more villagers
are getting kidnapped by Floro Sapiens. After them!

Follow them to the right, past the location you landed when you entered this
world, across a small bridge, to a door and a Save block. Save first and then
enter the door. In this new area, we’ll see the Floro Sapiens carrying the
villagers again and Tippi recommends we follow them. Don’t go running towards
them immediately because there are monsters called Moon Clefts on the ground
camouflaged. Use Carrie by pressing 1 to jump on them without getting hurt and
continue by defeating the plant to the left in the green pipe. Afterwards, hit
the center block for a HAPPY FLOWER-(15 coins) to collect some coins; following
your fun, jump onto the block and jump to the above ledges. Defeat the Moon
Cleft here and use Peach here to reach the other side and hit the block to
receive a mere coin. Jump down to reach a set of three empty blocks that we
need to hit in a specific order. Hit them in this sequence which I verified:
middle, left, right, and middle. Do so correctly to reveal a green pipe.
Enter. You’ll exit from the pipe to see the Floro Sapiens in the background.
Move to the right and you will encounter a massive creature called a Muth.
Easily defeat the Muth by using Bowser’s fire breath or use Boomer several
times to eliminate it.

Defeat the Floro Sapien as you enter and hit the large yellow block blocking
your way forward. Afterwards, hit the block to obtain the item of glory, the
MEGA STAR! Defeat all the enemies in your path and then head back to discover
another large yellow block you can smash with Cudge. Enter the door revealed.
In here, strike the STAR BLOCK we’ve been dying to hit. Great job!

(K4) CHAPTER 5-4: THE MENACE OF KING CROACUS

HP: 35

CHARACTERS: 3

ATTACK: 5/10

LEVEL: 10

COINS: 622-624

PIXLS: 9

PURE HEARTS: 5

As we enter deeper into the Floro Caverns, Flint entertains us with a brief
news broadcast and then they run off to find something-(most likely the exact
lair of King Croacus). Okay we’re obviously going to get the Pure Heart this
chapter so let’s do this right. Head to the right, defeating the Putrid
Piranha and the Floro Sapiens, and hit the block for a mere coin. Continue to
the right and drop down all the way to the bottom. Here you’ll see 3-(three)
blocks with a MUSHROOM, a ZOMBIE SHROOM, and a single coin. Enter the small
green pipe to the left of this area.

As you enter this small area, a Crag will emerge from a door. Descend from the
ledges and save your progress via the Save block. Let’s not enter the door the
Crag came from since we require a CARD KEY which we do not have at the moment.
Instead, continue to the right after saving dropping down deeper into this
area. Defeat the Floro Sapiens but do not overexert yourself since they will
continue to appear from the green pipe. Once done, hit the block near the pipe
to receive PAL PILLS and then continue to the right to find a locked door.
Remember where this door is and once you’re done right there, head a bit to the
left and drop off the ledge the locked door is on. Flip here to 3-D to
discover a yellow ladder going down. Use this ladder to descend to the lower
level.

On this lower level, you will encounter a few Crags but do NOT defeat them.
Instead, switch to Thoreau to grab one of them and throw him to the red switch
to the left. When you have some room to step on the switch, jump onto it and
your weight in addition to the Crags weight will cause a green pipe to appear
from the right side. Your other option I believe to making the green pipe
appear is to throw both Crags here onto the red switch to cause the green pipe
to emerge. This might not work and you will be at the risk of losing at least
100 points. Please enter the newly revealed green pipe.

Ignore the wooden door in this new area and enter the green pipe to the left.
Defeat the two Spanias here and make note of the skull that has been drawn on
the upper-left hand side of the wooden door in this area. Use Fleep on the
skull to reveal a CAVERN KEY. Please take it and reenter the pipe to the left,
the one we came from. Do you remember the locked door? We need to go there
right now. Reenter the green pipe going up to return to the area with the red
switch. Climb atop the only brown indestructible block and flip to 3-D to
ascend the ladder. At the top, head to the right please and encounter the
locked door. Unlock and enter the door.

Not to be a spoiler, but in here is our next pixl, Dottie. Dottie is
apparently having a conversation with a Crag that’s not possessed by the Floro
Sapiens. Jump to the lower set of brown “you know what” blocks and then to the
higher set and then drop down to listen in on the conversation. Gabbro,
becomes extremely frightened at our intrusion and is concerned that we might
capture him and bring him to King Croacus. Dottie explains that they’re not a
part of the Floro Sapiens’ group and that they will not hurt them. Dottie
shrinks him-(which I think is a bit cruel) to allow him to return to Flint and
the village. Gabbro is sad that Dottie can’t come with him since he does not
know how to handle pixls and therefore shrinks him. Dottie then joins you and
is more than happy to lend her aid.

YOU ACQUIRED DOTTIE!!!

Quick Tutorial: Dottie, similar to Barry, has a prickly-like shape. Dottie’s
pricks are colored in blue and green. Her inside(s) has a circle shape and is
mostly lavender and blue. Dottie is useful to help you find hidden items that
are stored in places that are hard to reach and he can help you avoid being
noticed. By converting you to a miniscule state, you can enter pipes and
acquire items you couldn’t have in your regular size. Get accustomed and enjoy.

After acquiring Dottie, it’s time to get out of here. Press 1 when using
Dottie to miniaturize you and enter the small red door the Crag escaped
through. Back here, head to the left, defeating the Floro Sapien, and entering
the door the Crag came from way earlier. This is the entrance to the Process
Center, the room we require a CARD KEY to access. Head to the left past the
two doors and press 1 using Dottie to become small and enter the small path
leading to a CARD KEY. Leave this small area using Dottie and insert the card
into the slot to gain access. Enter the now accessible door.

Head all the way to the left and enter the green pipe at the end. Here,
descend the yellow ladder to find a large blue switch and the incarcerated
Cragnons. The Crags will be freed from their cages but it’s too late to save
them since they’ve been brainwashed by the Floro Sapiens’ floro sprouts.
Anyway, as soon as you release them, jump onto the brown “you know what blocks”
and continue to the left as meticulously as you can to a chest containing a
FLORO CRAGNIEN CARD. Take it and return cautiously without falling to the
right. At the end is a green pipe you can enter. Please do so.

In here is our next mini-boss battle O’ Chunks. However, Dimentio is the only
one who seems to be speaking this is weird. Dimentio taunts them on how it
must be so tiresome-(it is) to collect these Pure Hearts and Tippi believes
that no matter what it the battle will end the same. Dimentio transfers us to
Dimension D yet again but this time he administers a floro sprout onto O’
Chunks to make him even stronger. I believe that Dimentio is working with King
Croacus and the Floro Sapiens to brainwash the Crags since he got his hands on
a floro sprout. Please do NOT get intimidated my O’ Chunks’ taunts because
that’s always the trick. Let’s show Count Bleck, Dimentio, the Floro Sapiens,
and King Croacus that we’re no group to mess around with!

-----------------------------------------------------------------------

MINI-BOSS: O’ CHUNKS

HP: 60

ATTACK: 3



BATTLE METHOD(S): To be honest, this mini-boss battle can be given an 8 out of
a 10. O’ Chunks is faster and stronger than ever before so might need to try a
bit to pass this battle. Mainly use Thoreau to toss him and then inflict any
damage combination you like. I recommend using Cudge to strike him with your
mighty hammer and Thudley for a pummeling ground-pound. If you run low on HP
which is bound to occur, switch to Peach to guard against his attacks and use a
SHROOM SHAKE or a LONG LAST whenever you need one. All in all, this is a
pretty tough battle so dodge when you can and avoid him grabbing you and
tossing you around the screen. ALWAYS avoid his ground-pounds.

If you win the battle, since I have abundant faith in you, O’ Chunks will gain
his consciousness and question what he’s doing here. He spots Mario and the
gang and he decides to depart since he’s running on an empty stomach and I must
say he should be exhausted from the battle we just had. He leaves the scene
via atrocious gas and leaves us the floro sprout. Acquire the FLORO SPROUT and
choose to wear the floro sprout for now at least. After administering the
floro sprout leave thru the pipe on the right side.

Before we catch up to our heroes, Dimentio makes a quick entrance to express
his ideas on how they beat this powerful model of O’ Chunks and that he needs
to prepare himself for upcoming events. Okay… after that strange cut scene we
return to Mario and friends emerging from the pipe. Drop down from that ledge
and hit the block for a SUPER SHROOM to replenish your HP from that rigorous
battle. Exit via the door on your right. Please save your progress via the
Save block here and ascend the brown indestructible blocks to another green
pipe. Enter.

Before officially proceeding with the game, let’s acquire some coins. Switch
to Dottie and move to the right a bit to see a miniature green pipe you can
enter when shrinked. Please enter the miniscule green pipe. In here, still
small, hit the blocks to receive PAL PILLS, a SUPER SHROOM, and several coins.
After acquiring all these precious items and goodies, leave thru the small
green pipe when miniaturized by Dottie. Once out, return to normal size by
pressing 1 again and jump out of that gap. Once you reach the ledge out of the
gap, head all the way to the right to a door. Please enter.

You’ll see a Crag enter this mechanism that identifies you by a floro sprout.
As long as you have the floro sprout on your head, you will easily pass through
this mechanism. Enter the mechanism, pass through it when you see a green
check mark, and enter the greenish-blue door at the end. Okay, as you can see
we’re approaching the chapter boss. Continue to the right and defeat ALL the
Floro Sapiens. Once done with the sapiens, go back to the beginning of this
room and flip to 3-D. If you go up a bit in 3-D you’ll notice a crack in the
wall below the first painting of the King. Destroy the crack by using Boomer’s
explosive ability-(press 1 to set and press 1 to detonate). Doing so
successfully will reveal a hole you can enter. Do so.

Once you fall in, hit the block for an ULTRA SHROOM if you want one and then
ascend the yellow ladder to land a single brown indestructible block. Next to
it is a blue block but it needs to be black so switch its color by throwing
Thoreau. Leave this hole and continue to the right. Flip in front of the next
painting, destroy the crack in the wall to reveal a hole using Boomer, and
enter. This time using Thoreau, switch the block’s color from blue to white.
Exit this hole and continue onward to the right. Flip in front of the
following painting, destroy the crack with Boomer to create the hole, and
enter. Well what do you know?! The switch is already blue the color we want
it to be. Defeat the Crag on the bottom if you want, ascend the yellow ladder
to exit, and continue headway to the right. Flip in front of the next and last
painting which is actually a painting of our boss. Flip as usual in front of
it, set and detonate Boomer to reveal the hole, and enter. At the bottom save
your progress and ascend the yellow ladder a bit to land on the brown
indestructible block. Switch the block’s color-(or hue) from blue to red.

Finally the door we have been waiting and working hard for appears. When
you’re saved and ready enter the newly formed door. In here lies our
anticipated face-to-face showdown with King Croacus. The annoying King
identifies you as intruders that he has known so much about. Croacus will not
forgive your misbehavior and Tippi demands that Croacus releases the enslaved
Cragnons. Of course Croacus refuses and bribes you with the Pure Heart.
Maintaining briefness, Croacus states that it will be an honor for him to trash
you. Let’s show him who’s the KING!!!

-----------------------------------------------------------------------

CHAPTER BOSS: KING CROACUS

HP: 50

ATTACK: 2

ATTACKS: Splitting and attacking you

Attacking you with blades

Flying around and hitting you with spikes

BATTLE METHOD(S): Climb atop his minions the three flowers and hit Croacus
with Cudge for 12 points of damage per hit. Once he splits apart, switch to
Thoreau and grab Croacus and throw him to the blades to cause damage of 6
points per hit. Use Boomer when Croacus is near the ground and finally defeat
this obnoxious king. That’s it.

What I love about Tippi is her emphasis on always winning. Watch the long and
dramatic cut scene as the Floro Sapiens explain the truth about King Croacus
and his care for his people. The truth was that the Cragnons were polluting
the Floro Sapiens’ water supply. That’s terrible! Flint and his camera crew
enter surprisingly and report their “breaking news.” Long story short, watch
this dramatic scene and you receive the Pure Heart from the Floro Sapiens.
Great job and our works here are done.

YOU GOT A PURE HEART!!!

Six Pure Hearts down and two left to go!

(L1) Castle Bleck:

The chapter finally ends and we see the pathetic and strange scene at Bleck
Castle. O’ Chunks, as a result of his multiple failures, has been forced to
sing a motivational tune in honor to the Count. Mimi appears complaining of O’
Chunks’ singing and the breaking of windows. Natasha is forcing O’ Chunks to
sing the song 1,000 times. Mr. L appears desires to go out and use the Brobot
against our heroes. Unfortunately for Mr. L, Count Bleck isn’t present and
doesn’t have his consent to implement any evil plans on the heroes. They both
leave off to attack our heroes regardless of the Count’s orders.

(L2) Flipside:

HP: 35

CHARACTERS: 3

ATTACK: 6/12

LEVEL: 11

COINS: 670-675

PIXLS: 10

PURE HEARTS: 6

Read the dramatic and romantic dialogue between Timpani and Blumiere about a
unique tradition of wishes. Mario and the rest of the gang appear in
Flipside-(isn’t good to be back) and the interdimensional Void grows and
develops larger yet again. After the cut scene, leave by the elevator and land
on Flipside second floor where Merlon awaits. He advises you that the Void has
been getting larger and that some worlds have already started to deteriorate.
We don’t have much time so let’s get to work. The next Heart Pillar is in
Flopside Outskirts but let’s first rest at the inn-(in Flipside), stock up on
items IN FLOPSIDE-(130 coins maximum) and when you’re ready, read the next
paragraph.

The main objective is to return to Flopside. If you paid 300 coins for the
blue pipe to be transferred there, enter that pipe which is probably on the
second floor of Flipside. If you did not, take the elevator to the first
floor, continue to the right, flip to 3-D in front of the hole we blew up with
Boomer, and enter to the other side. Head to the left on this side of the
first floor and flip in front of an opening that looks like a huge door. Enter
to cross the path leading to Mirror Hall.

(L3) Flopside:

For update see recent Flipside section above-(they’re the same)

In this desolate place, cross over to the other side by flipping and entering
the window in the center of the hall. Enter the door on this side to return to
Flopside. Cross the path to officially enter Flopside first floor. Okay, flip
at the hole to the left and take the elevator to the second floor. Here, flip
in front of the building next to Nolrem’s house which is an elevator leading to
Flopside Tower. Enter the gate leading to the Outskirts and cross the path.
Flip back to 2-D when you’re ready. Head to the left to encounter a giant
yellow block; smash it using Cudge to reveal and uncover a green pipe. Enter.

On the first floor of the Outskirts, continue to the right jumping over the
stone platforms, defeating the Squog-(a new species of Squigs), and when you
come to a sign that advises you to flip, do so and head left to enter a new
section of the Outskirts. Before you can, you’ll need to be miniaturized by
Dottie to go under the stone platforms. Switch to him, press 1, go under,
flip, and press 1 again to return to your normal size. Defeat the Squog and
the Squig and jump over the gap with Peach or normally by using the thin stone
platform to your right and then jump across. At the end, flip to find another
giant yellow block. Smash it to destroy it with Boomer and a red switch will
be revealed. Jump onto it to finally reveal and create the sixth Heart Pillar.
Place the Pure Heart into the pillar to cause a BLUE dimensional door to appear
back in Flipside.

Nolrem appears and quotes the Light Prognosticus of the duel of 100 and the and
about what would happen if we fail the quest. This might seem to discourage
you but don’t get intimidated. It’s time to return ALL the way back to
Flipside. Please do that the ordinary method or the shortcut method. I
recommend using the blue pipe Welderberg can construct for you for a fee of 300
coins. Do so by flipping on the -second floor of Flopside and ask him in 3-D
in front of the fortune-teller’s building.

(L4) Flipside:

Enter the pipe to return instantly to Flipside. When you’re ready, save your
progress, take the elevator to the tower, and enter the BLUE-(or dark blue)
dimensional door.

(M1) CHAPTER 6-1: SAMMER GUY SHOWDOWN

HP: 35

CHARACTERS: 3

ATTACK: 6/12

LEVEL: 11

COINS: 543-545

PIXLS: 10

PURE HEARTS: 6


To be honest, this is the SHORTEST chapter and quest we will have in this game.
The Chinese-like world is pleasantly drawn with the Void taunting us in the
background. You will emerge from the door, Tippi and probably you will notice
that the Void is MUCH bigger here than in ANY other world. This clearly points
out that this world is practically almost to its demise. Well we have to hurry
since the seventh Pure Heart is in this area.

Go to the right and read the sign directing to King Sammer’s Palace. Continue
headway until you reach a red-blackish door. Enter the palace. As soon as you
do, a local citizen will run out of the palace with shame about something we do
not know about. Keep listening to the Sammer guy talking about another
unworthy opponent and the coming of the hero for him to challenge. We approach
him and Jade Blooper, guardian of the 1st gate, wants to challenge us. When
“Round 1” begins, simply smash him to pieces with Cudge about three times-(3)
and you’ll win the battle. Afterwards, the king, King Sammer, will compliment
you on your martial artistry and show you the treasure of the kingdom the Pure
Heart. It seems to be the same as the previous one but it isn’t. Agree to his
challenge of participating in a tournament in which we have to beat his 100
Sammer guys.

Don’t believe the king since we are here to only fight 20 Sammer guys. Well I
wish you the best of luck! Okay I’m not going to leave you with no
recommendations. The best way to beat the 20 is to use Cudge and Bowser’s fire
breath. This will beat them easily. Dodge with Peach if you need to and
battle with great effort and ambition since there is a mini-boss after this.
When you’re ready to get started, go to the right and enter the door to begin
your 2nd battle. Repeat this process until you’ve accomplished the 20th battle
and read the following paragraph. However, on the 10th and 20th round, I
highly recommend using Bowser’s fire breath and a combination of Carrie since
you’ll have faster speed and agility.

After the defeat of the 20 Sammer guys, the Void will grow larger and Count
Bleck appears saying that the light of the worlds will be devoured one by one.
Tippi questions him o why he would want to do something so unspeakable. After
the cut scene of Count Bleck and Tippi lecturing each other on what’s worthless
and what’s not, continue to the right and open the door. Pass the Sammer guys
since they will NOT challenge you can continue ALL the way to the area with the
STAR BLOCK to end this chapter.

(M2) CHAPTER 6-2: THE END OF A WORLD

HP: 35

CHARACTERS: 3

ATTACK: 6/12

LEVEL: 11

COINS: 545-550

PIXLS: 10

PURE HEARTS: 6

It’s a shame. The title of this chapter doesn’t seem too promising or
encouraging. As you begin this new chapter, “King Sammer” will be relieved to
see you and notifies you that since the situations are grave, you can go
retrieve the Pure Heart on the 26th gate. That’s where we are. Go atop the
duel stage and open the chest for… nothing! It was a setup by Mimi this whole
time. She explains that you’re fools for believing that the King would give
you the Pure Heart that easily. Mimi wants a battle so let’s give her a good
one.

-----------------------------------------------------------------------

MINI-BOSS: MIMI

HP: 25

ATTACK: 2

ATTACKS: Creating a line of Rubees and throwing them at you

Flipping to 3-D

Launching Rubees at you


BATTLE METHODS: Mimi might be slightly stronger this time but she is still
pretty simple to defeat. When she begins to launch rubees at you, pick them up
with Thoreau and try to hit her as many times as possible. Get off the stage
when she creates a whole line of rubees and launches them to the stage. Use
Bowser and Carrie when she’s near the ground to attack with your fire breath
which will cause 12 points of direct damage. Confuse her with Fleep if you
want to stun her and then take that opportunity to attack. Flip with Mario
when you’re stuck in a corner and are unable to move around because Mimi is
probably attacking you with Rubees. You have many options in this battle so
have fun and be creative with your attacks don’t only take my word for it.

After this normal 7 out of a 10 battle, Mimi confesses that she was only trying
to stall you by fighting you. The Void will grow larger and the demise of this
kingdom gets nearer. Head to the right and enter the door. Continue thru the
doors and past the Sammer guys until you reach the gate with the Sammer guy
warning you that we’re doomed. He’s partially right. Watch the cut scene of
the Void consuming the entire area and we’ll appear back in Flipside.

(M3) Flipside:

Well, we’re back. The “REAL” Void is here in Flipside so the effects of the
Void in other worlds do not affect the ENTIRE universe. The Void that has the
influence on the entire universe is here in Flipside. I just wanted to let
you know. Please read below.

When we return, Tippi talks to herself saying that she used to know who Count
Bleck is but can’t recall the full details. Mario and heroes awaken and Peach
questions the conclusion of the world being consumed by the Void. Tippi
suggests that we should return since the dimensional door leading back there
still exists. Don’t go back in just yet. Take the opportunity NOW to rest and
stock up on items since you must have low HP from the Sammer guys as well as
Mimi. When you’re ready, reenter the BLUE dimensional door.

(M4) CHAPTER 6-1: NO TITLE-(N/A)

You’ll exit the door and appear in white space, suffice to say “how sad”.
There is nothing left and I hate this taunting music. Tippi strangely senses
the Pure Heart in this area and she wants us to investigate. This is going to
be a LONG ride. Switch to Carrie and use him as a ride to the end of this
area. Don’t worry all you need is patience and effort to persevere the long
path ahead.





At the end, you’ll be stopped by a cut scene and you will see a dead and
petrified Pure Heart in the ground. Somehow the seventh Pure Heart survived
the destruction of this world. Mr. L appears makes his appearance once again
and takes the Pure Heart. Mario and heroes refuse to leave without a fight
since Mr. L took the Pure Heart. Mr. L doesn’t want to disappoint the
temptation of combat and summons his Brobot. Let’s give him a beating.

-----------------------------------------------------------------------

CHAPTER BOSS: BROBOT L-TYPE

HP: 64

ATTACK: 5

DEFENSE: 4

ATTACKS: Ground-pound

Launching its hands

Launching nose

Launching Missiles

Laser beam

Sucking you into its mouth

BATTLE METHOD: Since Brobot’s defense is 4, your options are limited which can
be a good thing and a bad thing. Flip to 3-D and switch to Boomer. Set and
detonate Boomer next to Brobot’s feet to cause 10 points of damage. Simply
repeat this and guard with Peach if you’re about to be seriously attacked.
Good luck!

-----------------------------------------------------------------------


After the battle, Mr. L refers to your victory as preposterous and Tippi
explains that he’s simply weak. After the insults, Mario believes that he
knows him very well it’s LUIGI for sake! If you didn’t know this then I’m
speechless. Tippi thinks Mario’s just imagining and we acquire our seventh
“stoned” Pure Heart.

YOU GOT A PURE HEART!!!

Seven Pure Hearts down and one more to go!

Watch the cut scene between Mr. L and Dimentio as well as Mr. L’s thinking of
why he can’t beat them. Dimentio grasps the opportunity to get rid of Mr. L
here in this area since he is just a failure in the Count’s book, according to
Dimentio. Dimentio sends him to the end of games a place we’ll visit soon.

(N1) Castle Bleck:

Back at Castle Bleck, Count Bleck is shocked to hear the disobedience of
Dimentio, Mimi, and Mr. L that Natasha is reporting. Natasha accepts full
responsibility for it and Bleck explains that this prophecy will not be
fulfilled without sacrifice. Count Bleck leaves Natasha the right to carry out
minion discipline. Natasha notices something strange about Bleck and he says
that he’s fine. Natasha departs and Bleck wonders if Tippi is in reality,
Timpani. That’s about it.

(N2) Flipside:

HP: 35

CHARACTERS: 3

ATTACK: 6/12

LEVEL: 11

COINS: 540-545

PIXLS: 10

PURE HEARTS: 7

Read the dialogue of the troubles between Blumiere and Timpani and the fact
that Blumiere cannot see Timpani anymore as a result of bringing shame to the
Tribe of Darkness. This is now a dialogue between Blumiere and his father who
punished Timpani and sent her to another world.

Back in Flipside, take the elevator down to the second floor and enter Merlon’s
house next to the Save block. Tippi and the others explain the situation of
the Pure Heart’s status and how it happened. Afterwards, Dimentio comes forth!
He explains that all our hard work had been in vain since, according to him, is
no possible way to revitalize the Pure Heart. He sends our three main heroes
Mario, Peach, and Bowser to the next world so don’t panic since it’s where we
need to be. Even if you did lose your pixls and your companions-(for now), you
won’t be fighting much so don’t worry.

YOU LOST PEACH!!!

YOU LOST BOWSER!!!

YOU LOST THOREAU!!!

YOU LOST BOOMER!!!

YOU LOST SLIM!!!

YOU LOST CARRIE!!!

YOU LOST FLEEP!!!

YOU LOST CUDGE!!!

YOU LOST DOTTIE!!!

YOU LOST BARRY!!!

(O1) The Underwhere:

HP: 35

CHARACTERS: 1

ATTACK: 6/12

LEVEL: 11

COINS: 540-545

PIXLS: 0

PURE HEARTS: 7


You’ve lost almost everything except for your ambition and items. Once you
awaken in our next world the Underwhere, a strange half-dead villager, which
are referred to as Shaydes, from this world speaks to us. Mario explains how
his game is not yet over and that he must persevere. He advises you to go
speak with Queen Jades about your troubles. Let’s do that.

A fountain is up ahead for you to heal and replenish HP. Continue to the
right, save your progress via the Save block near the door, and enter the door.
Please continue to the right to encounter a girl-like person singing atop a
green pipe. She notices you and tells you to be gone since Mario isn’t her
loving prince. Ignore her for now but remember where she is okay. Flip to
3-D, avoid the Dry Bones, and continue along the RIGHT path. Jump over the
spikes and jump over the small gap ahead to reach another intersection. Flip
back to 2-D to replenish your Flip Gauge.

Flip back to 3-D where you are and at the intersection, go to the LEFT and jump
over the spikes. Follow this path to jump over another set of spikes and
another gap. Once you jump over the gap, continue to jump over the third set
of spikes to the door. Do not enter yet. You will notice a SUPER SHROOM SHAKE
atop a green pipe we can’t reach. In 3-D, hit the interchangeable yellow
platform to access the shake in 2-D. Take it and enter the door.

In this new area is a purple river called River Twygz, the river of sins. The
man will offer to take you to the other side of the river to speak too Queen
Jades for 4-(four) coins. I recommend swimming across since it’s faster but
it’s your call and the river will NOT hurt you. On the other side, enter the
door. Continue to the right up the stairs and head all the way to the right to
spot Queen Jades. Looks may be deceiving but please speak with her. Queen
Jades explains that in the Underwhere your sins are weighed and if they’re
light enough, you will be blessed with the Overthere. Eventually, Mario shows
Jades the Pure Heart and is shocked.

Her cell phone rings and Grambi the king of Overthere speaks with the queen
about a girl named Luvbi missing. Queen Jaydes ask you to find Luvbi so agree
to finding a Nimbi called Luvbi. Queen Jaydes takes the Pure Heart to
revitalize it and will return it when we return and she gives you a DOOR KEY.
She also tells you someone dressed in green fell into River Twygz. Our goal is
to head for the bottom of River Twygz so let’s go there. Leave this area via
the door to the left and dive into the river. Please avoid the white hands
since they WILL cause damage to you.

YOU LOST A PURE HEART!!!
*UPDATE PURE HEARTS: 6* for the other updates, check above.

At the bottom of the river flip to 3-D and swim into the hole you see on the
ground. You’ll find a locked door so unlock it and enter with the key Queen
Jaydes gave us. Swim to the right, avoiding the white hand, and to a ledge a
blue block rests. Push the block down by pushing it towards the RIGHT and swim
down to it. Down here is a red lever so press UP near it when you have the
option to have the water recede and vanish into a drain system. Please jump
out of that gap using the blue block and the green pipe and land on the right
side. Jump up to the three brick blocks to destroy them and then press UP on
the lever again to make the water return.

Swim up out of that area and move past the area the three brick blocks were and
continue to the right. Jump off the end of the path to find a “dead end.”
Flip to 3-D to reveal a path you can follow. Enter the path and follow it to
the right please. When you cannot move further, flip back to 2-D. In this new
area, swim to the right past the large gap, ignoring the bottom since we’ll
return there later; follow the path to the right and jump down onto the green
pipe. Flip there to 3-D to swim BEHIND the blue block and push it off. Swim
down to it and press the lever to have the water recede.

Please jump out of this area and jump down into the gap we swam over. At the
bottom of the gap, hit the brick block to create a black ladder leading back
up. Don’t return yet. Instead, flip to 3-D to reveal a path going to the
right that we can take. Enter it and follow it to a green pipe and a door.
Enter the green pipe first. In here are about 26 coins in total that you can
take. Take your coins and exit thru the pipe. Enter the door to your right.
It looks like we’re back outside. Okay.

Jump off the ledge the door is on and continue to the right. Jump atop the
fountains as platforms to jump to the other side’s ledge. Once you’re there,
Luigi is extremely scared and sad that he ended up in a place like this after
Count Bleck’s minions grabbed him. Mario greets his younger brother and asks
why he is here. Luigi doesn’t remember the details of him being Mr. L and
causing us a lot of headache but Mario says that they’re in a place called the
Underwhere the land of ended games. After Mario explains that he’s looking for
a Nimbi named Luvbi, Luigi is more than happy to join your party. Great!

YOU ACQUIRED LUIGI!!!

After the cut scene, switch back to Mario temporarily and flip to 3-D to reveal
a LONG LAST SHAKE behind the boulder Luigi was hiding next to. Afterwards,
jump off the ledge and continue to the left. Under the ledge the door is on,
flip to 3-D and move to the right a bit and then down to open chest with a DRY
BONES CARD. Leave that small area and switch back to Luigi. Press and hold
DOWN on the control pad to build up power with Luigi and then release to
perform a Super Jump to reach the door. Reenter.

It’s time to exit this entire area and exit River Twygz. Back inside, flip to
3-D and cross the path to the left. Use Luigi’s Super Jump ability to the left
side to jump atop the green pipe and then again to the ledge. Switch to Mario,
flip to 3-D, cross the path, and return to the other side. Super Jump again
with Luigi to reach the ledge. Continue to the left and fall off. You have
two options now: Super Jump with Luigi to exit this area or activate the lever
to swim instead. It’s your choice but at the end; enter the door to leave this
underground area.

We return to River Twygz. Swim all the way to the top of the river avoiding
the white hands, and enter the door on the LEFT side, which does NOT lead us to
Queen Jaydes. Remember the Nimbi that was singing atop the green pipe? That
was actually Luvbi. In this previous area, flip and pass the intersections and
the spikes to the beginning of this area. As you can see, she isn’t there
anymore so we have to find her ourselves. Move to the left a little to find
two tall green pipes next to the door. Ascend them using Luigi’s Super Jump
and jump to your right to access a new floor.

Furthermore, continue to the right and Super Jump to the tall green pipe the
Piranha Plant is on. Wait until it goes back into the pipe to jump however.
Continue to the right, jump over the spikes, and Super Jump over the green pipe
another Piranha Plant is on. After that pipe, repeat Super Jumping over the
pipes and the Piranhas until you reach a block you can Super Jump to reach a
HAPPY FLOWER-(8 coins this time please). After your fun, Super Jump over the
rest of the pipes and the piranhas until you reach a door. Enter.

When you enter you’ll notice someone singing. That must be Luvbi! Flip to 3-D
to bypass all the pipes and the piranhas. At the end, you will finally reach
Luvbi. She is angry with us again since her handsome prince has not found her.
To prove to you that you’re not the prince she asks you a question about her
name. Answer “Luvbi” and she’ll come to her senses. After realizing that she
will NOT date you, she returns to her mother, Queen Jaydes. We’re almost done
with this area for now so exit this area by flipping and by entering the door
at the end.

Back in here, to make our return faster and easier, flip to 3-D and simply fall
into the huge hole in the middle of this floor to descend to the first floor.
Fall to the left side and you’ll land safely or otherwise return the old
fashion way by Super Jumping over the tall green pipes. Enter the door at the
end. Swim across River Twygz and enter the door on the other side.

Move headway to the right and enter the palace to speak to Queen Jades and
Luvbi. Luvbi apologies for your behavior towards Mario and Luigi and Queen
Jades expresses her feelings of how worried she was of her “daughter” Luvbi.
As a reward and gratitude, Queen Jades hands you the revitalized Pure Heart.

YOU GOT A PURE HEART!!!

Queen Jaydes offers you the opportunity to return to Flipside since both Mario
and Luigi are still very much alive. Choose “Return” to finally return to
Flipside. Hooray!



(P1) Flipside:
HP: 35

CHARACTERS: 2

ATTACK: 6/12

LEVEL: 11

COINS: 582-585

PIXLS: 10

PURE HEARTS: 7

Mario and Luigi land on Flipside Tower and awaken to be greeted by Tippi and
Merlon. Merlon invites Mario and Luigi back to his for some explanations and
introductions. After Luigi introduced himself and Mario explains how they
returned, we gain control of our pixls and exit Merlon’s house. This seems to
be a good time to walk you through obtaining another optional pixl! Firstly,
head for Merlee’s fortune-teller’s shop on Flopside Second Floor and enter. In
here, leap over her crystal ball and speak to Merlee from that side-(RIGHT).
Merlee will ask you to do a favor for her choose the option “Only if it’s a
small one” to embark on a fairly long side quest toward the next optional pixl.
Below are the locations you need to go to proceed through this side quest
correctly. Once there, you’ll have to speak to that person.

1.) Character: Merluvlee
2.) Character: Bestovius

3.) Character: Oldman Watchitt


4.) Character: Merlumina

5.) Character: Bestovius
6.) Character: Merluvlee

7.) Character: Merlee

Quick Tutorial: (a portion taken from the Side Quests section) Piccolo, the
musical pixl, can be used to play enjoyable melodies and cure curses and
inabilities. Piccolo has a musical note appearance and has two small wings at
the tip of the note. Piccolo has an aqua color and he’s an enjoyable pixl to
have. Reacquire



YOU REAQUIRED TIPPI!!!

YOU REACQUIRED THOREAU!!!

YOU REACQUIRED BOOMER!!!

YOU REACQUIRED SLIM!!!

YOU REACQUIRED CARRIE!!!

YOU REACQUIRED FLEEP!!!

YOU REACQUIRED CUDGE!!!

YOU REQUIRED DOTTIE!!!

YOU REACQUIRED BARRY!!!

YOU REACQUIRED PICCOLO!!!


(P2) Flopside:

HP: 40

CHARACTERS: 2

ATTACK: 6/12

LEVEL: 12

COINS: N/A

PIXLS: 11

PURE HEARTS: 7

With that exhausting Side Quest complete, it’s time to advance further into the
game. Please read the next paragraph.

Flip in front of the elevator leading to Flopside Tower and cross the path to
enter the Outskirts. Head to the left, enter the green pipe, and land on the
first floor of the Outskirts. Continue to the right to defeat the two Squogs
and continue all the way to the right and enter the green pipe to land in
Flopside Outskirts B1. Continue by moving to the left until you find a high
wall you can’t pass nor jump over. Switch to Luigi and Super Jump-(press,
hold, and release DOWN on the control pad) to the seventh Heart Pillar. Insert
the Pure Heart into the pillar to cause a PURPLE dimensional door to appear
back on Flipside Tower. Well that was our seventh experience with the Heart
Pillar. After you insert the seventh Pure Heart in place, Tippi says that it’s
almost time to fight and defeat Blumiere! Isn’t Blumiere the person mentioned
in the dramatic and romantic dialogues after we acquire a Pure Heart? Anyway,
leave here by Super Jumping with Luigi and reenter the green pipe we used to
get down here.

Move all the way to the left to enter the pipe, leading back to the Outskirts’
second floor. Leave the Outskirts by flipping and crossing the path back to
Flopside. Move to the left past Nolrem’s house, the elevator and the
fortune-teller’s shop, to enter the blue pipe at the end back to Flipside.

(P3) Flipside:

For UPDATE see above Flopside section-(same)

Stock up on anything you need, save your game, and take the elevator up to
Flipside Tower to enter the PURPLE dimensional door.

(Q1) CHAPTER 7-1: SUBTERRANEAN VACATION

HP: 40

CHARACTERS: 2

ATTACK: 6/12

LEVEL: 12

COINS: N/A

PIXLS: 11

PURE HEARTS: 7

Our next world, the Underwhere, is pleasantly drawn! This is where the door
led us! Okay, Mario explains to Tippi that this was the world that both he and
Luigi were sent to. They wonder-why did the Pure Heart take them here. Let me
just state from experience that this is the LONGEST chapter filled with new
characters, items, and enemies. When you’re ready, enter the door all the way
to the right of this room.

Yes, it is the SAME place as before. To pass this area and to enter the door
at the end, either Super Jump over the tall green pipes with Luigi or flip and
follow the intersections. Enter the door at the end. Swim across River Twygz
and enter the door on the other side. Walk up to enter the palace and speak to
Queen Jades. Tippi introduces herself to Jades and explains that we’re looking
for the Pure Heart hidden in this world. Since the location of the final Pure
Heart is of high secrecy, Jades won’t tell you about it. Instead, she
instructs us to go and speak with Grambi, the king of Overthere.

Luvbi appears to us again prepared to return to Overthere. Queen Jades asks us
to escort her there and Tippi questions this odd request. The reason behind
this is that a savage beast was freed by an earthquake and Jades is concerned
about the safety of her “daughter.” Say yes to the bargain of escorting Luvbi
to Overthere, opening the path, and alerting Grambi of our departure. Queen
Jades summons and creates the door leading to Overthere. Enter it when you’re
ready after the cut scene of Tippi’s crush. In here, move to the right and
strike the STAR BLOCK to end this chapter. This was easy, bit it’s only the
beginning.

(Q2) CHAPTER 7-2: THE SEALED DOORS THREE

HP: 40

CHARACTERS: 2

ATTACK: 6/12

LEVEL: 12

COINS: N/A

PIXLS: 11

PURE HEARTS: 7

We continue our adventure in a place called Underwhere Road. Well, according
to the title of this chapter we will be interacting with 3-(three) sealed doors
that need to be opened to access the path to Overthere. After the cut scene
between Tippi and Luvbi, move onward toward the door to the right and enter
please.

We are now in a dark room but it’s not completely pitch black fortunately.
Chase after Luvbi since she wants to catch and she will lead you to a door. If
you can’t catch up, read on. Move to the right and jump to a small ledge along
the wall. Jump to the next ledge and move to the left; strike the block for a
MUSHROOM if you need it and head to the left. Jump to the next white ledge
with a white hand next to it. Quickly jump to the next ledge to the right and
ride the mechanism to be transferred to the other side. Jump up to the two
white ledges and land on the next ledge to the left.


Ride the mechanism to be transported to the other side. Beware of the Dark
Boos now since the closer you get to finishing, the more they’ll appear. Jump
up to the two white ledges along the wall. Jump to the next landing to hit a
block for a mere coin and then ride the mechanism to the other side. Drop to
the lower ledge with a chest containing a DARK BOO CARD. Ascend to the ledge
you were previously on, and jump up the white ledges along the wall to your
next ledge. Here, hit the block for a MUSHROOM and jump across the emaciated
gap to your next ledge along the wall. Climb up the white ledges to your next
ledge.

Finally, continue to the right to find Luvbi next to the first sealed door.
Walk up to it and examine the door using Tippi’s unique ability-(point the Wii
remote at the screen and press A when the door flashes in red) to speak with
it. The door’s name is Dorguy the First and he has been commanded by Queen
Jaydes to guard the door. To ensure that you’re trustworthy, he’ll ask you a
couple of questions. In the following paragraph are the questions as well as
the CORRECT answer to those questions. Please refer to it as needed.

Q: “Who is the most powerful person in the Underwhere?”

A: “Queen Jaydes”

Q: “What is my name?”

A: “Dorguy the First”

Q: “How many times did I just say the word “apple”?”

A: “6 times”

After answering the questions correctly, Dorguy the First will permit you to
enter and proceed. Please do so. In this next room, save your progress and
you will begin to notice some tremors from someone or something banging against
the wall. Anyway, continue to the right to speak to 3-(three) D-men blocking
the door. They explain that they sequestered a raging beast inside. Agree by
saying “Yes” to taming the trapped beast. Enter the door the D-men were
guarding and let’s investigate the conflict and the cause of this disturbing
noise.

Inside, continue by moving to the right and you’ll eventually see Bowser! He
is complaining and banging on the walls since he’s hungry and misses Peach.
Mario and friends approach him and explain that they do not know the
whereabouts of Princess Peach. Bowser interprets this the wrong way and
believes this is a trap to break up the relationship between him and the
princess. Bowser demands the truth out of you and since this is all the info
we can give him, he decides to settle this with a battle. Let’s get this over
with.

-----------------------------------------------------------------------

MINI-BOSS: BOWSER

HP: 80

ATTACK: 8

DEFENSE: 2

ATTACKS: Attacking with his ferocious fire breath

Ordinary stomps

Ground-pounds



BATTLE METHODS: Firstly, confuse and stun him using Fleep and then switch to
Boomer to cause major damage; attack with Cudge as well since with the mighty
hammer you can inflict about 10-12 damage per successful strike. Flip when
you’re about to get attacked to move to the other side. I recommend using
items such as a THUNDER RAGE to also inflict major damage. Try to avoid
getting damaged since each time you do, you’ll lose 8 HP. Finally, jump atop
of Bowser by using Carrie. Good luck!

-----------------------------------------------------------------------

After this rather easy battle, Tippi explains to Bowser that we’re in the land
of the Underwhere and that none of us know the whereabouts of anyone in our
group including Peach. Bowser understands the situation of Peach actually
being lost somewhere and he immediately rejoins our party.

YOU REACQUIRED BOWSER!!!

After the reunification with Bowser King of the Koopas, we exit this room.
Back in here we meet up and speak to the D-men. Mario reports his success of
taming the monster and they are so impressed that they give you the DOOR KEY to
proceed further. The D-man that remains on watch gives you a helpful tip about
lighting the torches in dark rooms with flames. Save your progress yet again
and unlock and enter the door.

In this new area, switch to Bowser and light the torches next to the door we
just entered from to illuminate the area. Climb up the ledges following Luvbi
along the way and light every torch you can and see. Defeat the Dry Bones
along the way and ascend the ledges and stop when you reach a white ledge with
a green pipe next to it. Enter. In this area, collect as many coins as you
can and quickly since you’re timed and then exit via the green pipe we came
from. It’s almost pitch black in here so jump directly to your left and begin
ascending again as carefully as you can. Defeat the Dark Boos if you can and
at the top, light the torches near the door and then examine it with Tippi to
speak with Dorguy the Second. Like the previous door, Dorguy the First, we are
going to answer some more questions. This time the questions are going to be
asked via a screen or a projector. Please refer to the next paragraph for the
questions and their CORRECT answer.

Q: “How many red objects were there?”

A: “3”

Q: “How many triangles were there, folks?”

A: “2”

Q: “What color were the moving objects?”

A: “Blue”

Q: “Off the top of your head, what number question is this?”

A: “4”

Q: “What shape was the most plentiful, folks?”

A: “Triangles”

After this security check and answering correctly, Dorguy the Second will grant
you access. Please enter the door and proceed. In this area, the door we need
to enter is unfortunately locked. Enter the pink door with heart decorations
to the right. In this room you’ll encounter 3-(three) hag-like witches. Save
your progress to the left at the end of this room and then head back to the
right to speak with the first hag/witch ALL the way to the right where you
first entered this room.

Hagra, one of the ancient sisters three, will tell you her conflict about a
D-man who borrowed a certain book from her and now she needs it back. When she
requests your assistance to finding the book for her, agree by choosing the
“Yes” option. Hagra is sweet enough to transfer us to where the D-man is.
When your transfer is complete, head to the right a bit and speak with the
D-man to receive the DIET BOOK Hagra desires to have back. Afterwards, enter
the door next to the D-man.

In this room we previously passed, light the torches to illuminate the room and
ascend the ledges and use the mechanisms to reach the top and enter the door
guarded by Dorguy the First. Save your progress here and enter the first door
you see to the right. Repeat the same process here with Bowser and the torches
and then ascend all the way to the top to enter the door Dorguy the Second was
guarding. In here, save and reenter the door with the pink heart decorations.

Speak to Hagra and hand her the DIET BOOK we received from the D-man. As
special thanks, she awards you by giving you the DOOR KEY. Move to the right a
bit and unlock and enter the door Luvbi should be waiting by. In this new
area, we will dealing with Dorguy the Third. Illuminate this room using
Bowser’s fire breath on the torches and then flip to 3-D with Mario to find a
staircase we can ascend. However, there is a gap in the way so just switch to
Luigi and ascend the stone platforms to the left of the door to land atop them.
Light them with Bowser and cross over the gaps by jumping to the stone
platforms and then drop to the staircase. Here, like in Mount Lineland, flip
to 3-D with Mario to bypass the precarious Spiny Tromps and land at the top of
the staircase. Once you’re at the top, defeat the Dry Bones either with Boomer
or Bowser’s fire breath and light the torch here. Switch to Luigi and jump to
the stone platforms near the steps. There, quickly Super Jump to reach the
next stone platform, and the last staircase.

Once you’re on the staircase, flip with Mario and ascend to the top. At the
top, light the torches and examine the door with Tippi which is Dorguy the
Third. Dorguy the Third will test your worthiness by challenging against a
duel with three chain chomps in yellow, black, and red. You’ll then enter a
virtual type of battle game. Switch to Bowser since he will cost the most
damage and choose whichever Underchomp to attack. Usually use a combo Thudley
to ground-pound and inflict 20 points of damage. You can also use potent items
and use Boomer to cause 8 points of damage. Most importantly, you can use
Piccolo to make ALL 3-(three) Underchomps fall asleep for a crucial attack
opportunity. Use her often! Good Luck!

After you win this simple challenge enter the third and final door. Please
move to the right momentarily and then hit the STAR BLOCK at the end to finally
end this chapter.

(Q3) CHAPTER 7-3: THE FORBIDDEN APPLE

HP: 40

CHARACTERS: 3

ATTACK: 6/12

LEVEL: 12

COINS: N/A

PIXLS: 11

PURE HEARTS: 7


Ah… clear blue skies. We are now close to Overthere but to get there we must
first pass through the Overthere Stair. Tippi begins to worry about Peach and
her condition. Luvbi tries to cheer them up by proposing a crush between Mario
and Peach. Anyway, let’s get through this LONG chapter.

We are currently in Stair 1. Ascend to the cloud closest to you or the one
near the ground. Afterwards, jump up again to reach the second cloud. Here,
defeat the Parabuzzy by simply jumping on it and then jump to the right to your
third cloud. Jump again to the fourth cloud where there’s an Ice Cherbil and
defeat it. Still on the fourth cloud strike the 3-(three) blocks for a total
of two coins and one SUPER SHROOM. Afterwards, jump atop the set of three
blocks and hit another block for a coin and go atop this one to hit another
block for another coin. Drop down to the cloud you were on. That’s good.
Furthermore, go to the right and wait for a yellow mobile platform to descend.
Get onto it and let it transport you to the fifth cloud.

Here on our fifth cloud, collect the coins and wait for the yellow mobile
platform to return. When it does, jump onto to it and jump to the left to
reach the sixth cloud. Collect the coins on our sixth cloud and switch to
Luigi here. Super Jump to the seventh cloud. Jump across to the eighth cloud
and defeat the Ice Cherbil and the Parabuzzy. Flip on this eighth cloud to
reveal yellow blocks you can hit to access the ninth cloud. Once they’ve been
hit, flip back to 2-D and ascend the blocks to the ninth cloud. Here, defeat
the Parabuzzies and head back to the right to find a huge cloud called a
jump-over cloud. Jump on it twice to ascend all the way to the top to the
tenth cloud. On our tenth cloud, defeat the Parabuzzy and the Spiky Parabuzzy
and jump to the right to the eleventh cloud. Defeat the Spiky Parabuzzy or
Parabuzzy and then jump on the jump-over cloud to ascend to greater heights and
the twelfth door. Once you land read the sign which states “Here Endeth Stair
1.” Whenever you see these signs, it means that the stair has probably ended.
Enter the door.

In Stair 2, we get to see the interdimensional Void I was hoping we wouldn’t
see. On the thirteenth cloud, defeat the Beepboxer and hit the three blocks
for a coin, a ZOMBIE SHROOM, and a FAST FLOWER. After defeating the shrooms
and the Beepboxer, jump atop the set of blocks and jump to the right to the
fourteenth cloud. Here, Super Jump with Luigi to the right to land on the
fifthteenth cloud. You can’t reach the sixteenth cloud via ordinary jumping.
As a result, switch to Luigi to Super Jump to the right cloud which is the
sixteenth cloud.


Save your progress here on the sixteenth cloud and then jump to the left to the
seventeenth cloud. Jump across the eighteenth, nineteenth, and twentieth cloud
defeating the Spiky Parabuzzy. On the twentieth cloud hit the block for a mere
coin and jump to the left to the jump-over cloud. Jump on it to ascend to
greater heights and when you land on the twenty-first cloud, go down to hit
three blocks containing a total of 3-(three) coins. On this cloud continue to
the right to acquire some more coins and then jump back up to the twenty-first
cloud we were on before dropping down here. Here, jump onto another jump-over
cloud to ascend to another jump-over block. Do the same to jump to jump to the
twenty-third cloud.

Please continue by moving to the right defeating the Beepboxers and the Ruff
Puffs. At the end of this cloud, jump to the right to the twenty-fourth cloud
and then to the twenty-fifth cloud where there is an Ice Cherbil. Defeat the
Ice Cherbil and ascend to the twenty-sixth cloud. Here, climb the cloud above
you to land on the twenty-seventh cloud. To the left is a jump-over cloud so
jump onto it to ascend to the twenty-eight cloud. Here, defeat the Beepboxer
and then ride the yellow mobile platform which will take you to the left and
will allow the acquiring more coins. After the ride, jump to the twenty-ninth
cloud and enter the door which ends Stair 2.

As you enter Stair 3, move to the right on this thirtieth cloud to defeat the
Beepboxers and hit two more blocks containing two coins in total. At the end
of this cloud, jump on the jump-over cloud to ascend to the thirty-first cloud.
Please move to the right and drop to another cloud with a door. Enter. In
here is a tree growing BLUE APPLES. Take one by ground-pounding with Thudley
and exit the door when ready. Jump back up to the thirty-first cloud and
continue to the left. Jump to the thirty-second cloud and then to the
thirty-third to defeat the Beepboxer and the Ruff Puff.

After defeating them, continue to the left to find a brown block staircase
leading up. Flip to 3-D to pass the blocks and head further left. At the end,
open the chest to acquire a RUFF PUFF CARD. Flip back to the other side of the
staircase and climb them up. On your thirty-fourth cloud, jump up to the
thirty-fifth to defeat an Ice Cherbil. Please continue to the right and jump
up to the set of brown indestructible blocks to defeat a Beepboxer.
Afterwards, jump to the thirty-sixth cloud. Jump up again to the
thirty-seventh cloud to defeat a Ruff Puff. Jump up again to the thirty-eighth
cloud to strike two blocks containing a single coin and a MUSHROOM. Jump on
top of these two blocks to jump to the thirty-ninth cloud and then up again to
the fortieth cloud. On the fortieth cloud, flip to 3-D to reveal a path of
coin blocks leading to the next cloud. Cross the path by going UP in 3-D and
ground-pound the blocks with Thudley to acquire the coins if you desire to do
so.

Once you cross the path of coin blocks you are to be on the forty-first cloud.
Here, drop down a bit to the right to land on the forty-second cloud. Do so
again but to the left to the forty-third cloud. Head down in the same
direction-(LEFT) to land on the forty-fourth cloud. Once you’re on the
forty-fourth cloud, jump and drown to the jump-over block to take you to the
forty-fifth cloud. Please continue to the left along this cloud and jump up to
the left to the forty-sixth cloud. Here, defeat the Beepboxers and when you’re
done, enter the door ending Stair 3.

Now in a new area on the forty-sixth cloud, jump to the right and then to the
left to land on a cloud that has a Squog and a Squig. Defeat them both and you
should currently be on the forty-eighth cloud. Jump down to the forty-sixth
cloud where you entered Stair 4 and continue to the right. Jump to the
forty-ninth cloud and then up again to the right to the fiftieth cloud. Jump
to the left to the fifty-first cloud to defeat the Squog. Afterwards, jump to
the line of brown indestructible blocks and follow it to the right.

At the end of this path, you’ll encounter a Lakitu enemy which throws out
monsters with spikes at you. Jump on it once to defeat it and use Cudge or
Bowser’s fire breath to eliminate any more monsters the Lakitu threw at you.
Jump down to the jump-over cloud at the end of this path to ascend to greater
heights and to the fifty-second cloud. Please jump to the fifty-third cloud
where a door lies by jumping to the left. Enter.

In here is a tree which grows RED APPLES. To reach and access it, jump across
the clouds and hit the block along the way for a HAPPY FLOWER. Collect as many
coins as possible and continue jumping over the clouds ahead until you reach
the tree. Use either Cudge or Thudley to make a RED APPLE drop from the tree.
TAKE ONE but DO NOT use it because we will need it later. Leave this area via
the door we came from. Back on the fifty-third cloud, please jump all the way
down to the beginning of Stair 4. Once you’re near the door, jump up to the
cloud a bit to your right and then jump to the second one to the left. Here in
this cloud, move all the way to the left and wait until a yellow mobile
platform descends. Ride this platform up to the fifty-fourth cloud. Save your
progress here and enter the door.

In this new area, continue by jumping over the clouds until you reach Princess
Peach sleeping under a tree?! Mario, Luigi, and Bowser attempt to awaken her
but their attempts are futile since they can’t wake her up. Luvbi arrives and
explains the situation that she has eaten the golden fruit or more specifically
the GOLDEN APPLE. Luvbi says that the golden apple makes people so satisfied
that they fall into a DEEP sleep. As a result you wake up 100 years later. To
maintain briefness, Luvbi says that a taboo fruit-(the BLACK APPLE) can awaken
anyone. Leave this area after the cut scene.

Back on the fifty-fourth cloud, continue to the left of this cloud but wait for
a yellow mobile to ascend. Jump onto it and then jump to the next yellow
mobile platform you see. Ride this one up to the cloud to the left which is
the fifty-fifth cloud having a chest with a SHROOM SHAKE. Jump across the gap
or wait until the platform returns to ensure a safe landing on the fifty-sixth
cloud. Here, move to the right and drop down a little to jump on the jump-over
cloud which will take you to the fifty-seventh cloud.

Here, move to the right and jump to the fifty-eighth cloud to defeat a Squig
and a Squog. After defeating them, continue to the right and then enter the
door which ends Stair 4. In this new Stair-(5), head to the right to encounter
two Squogs so please defeat them. Please return under the cloud where the door
is and switch to Luigi. Super Jump to the fifty-ninth cloud. Jump up again to
the sixtieth cloud where a door and two blocks lie. Strike them to obtain a
MUSHROOM and a total of 6-(six) coins. Enter the door once finished.

AS you enter, the door behind you is locked and you’re left to face new specie
of monsters called Skellobits. Defeat them all either with Cudge or Bowser’s
fire breath. Once you’re done, the door will unlock and you can leave. Do so.
In case you’re wondering why I told you to do that, the purpose was to get you
accustomed to these monsters since we’ll be facing more of those in the future
and you need to be prepared. You’ll see why during the chapter boss. Back on
the sixtieth cloud, move to the right and ride the yellow mobile platform up to
the bottom of the sixty-first cloud. Quickly switch to Luigi before the
descent and Super Jump to the above cloud.

On the sixty-first cloud, you’ll encounter a sign which states: “Black Fruit
Hither.” This is the type of fruit we want and need to awaken Princess Peach.
Flip in front of this sign to reveal a path to the door with the black fruit.
Follow this trail and enter the door once there. In here, head to the right a
bit and you’ll encounter the BLACK APPLE(S). Use Thudley or Cudge to create a
mighty force to send at least one BLACK APPLE to the ground. Take one and of
course DO NOT use it. Leave thru the door we entered from.

Here, flip back to 3-D to enter the path leading back to the sign. Now that we
have the BLACK APPLE, it’s time to return to Princess Peach to administer this
taboo fruit. To do so, fall off the sixty-first cloud all the way to the
bottom and reenter the door leading back to Stair 4. Defeat the Squog and the
Squig and then descend using the yellow mobile platforms to the cloud with the
Save block and the door leading to whereabouts of Princess Peach. Enter the
door. Go to her, examine her by pressing UP, and choose the BLACK APPLE to
administer it and awaken her.

Peach awakens with a loud “GROSS” expression and she comes to her senses.
Tippi explains that Dimentio’s attack sent her here and Peach comprehends the
situation. Luvbi introduces herself in a rude and stubborn attitude and then
she departs to quote “dawdleth not.” This is an awkward ancient language these
Nimbis inherit and communicate with. Peach apologies for her absence and
rejoins our party in our quest to Overthere. Please leave this room and once
you’re outside, save your progress and return to Stair 5 via the yellow mobile
platforms and the jump-over cloud.

YOU REAQUIRED PEACH!!!

Once you return to Stair 5, Super Jump to the above cloud which was the
fifty-ninth cloud. Here on the fifty-ninth cloud, move to the left and jump on
the jump-over cloud to land on a new cloud, the sixty-second cloud. On this
new cloud-(the sixty-second), Ascend and climb the brown indestructible blocks.
When you can’t go higher, use Peach’s umbrella to float to the sixty-third
cloud. There is a jump-over cloud here on the sixty-third cloud so use it to
ascend to another jump-over cloud and another one until you reach the highest
point where you’ll encounter Ruff Puffs. Defeat them all and when you’re
ready, enter the door here on the sixty-fourth cloud to end Stair 5 and enter
Stair 6.

We enter Stair 6 and are now on the sixty-fifth cloud. Please proceed to the
left to encounter a Skellobit and a Reversya Cursya. Defeat them both but do
NOT jump on the Reversya Cursya or else you will be cursed. Continue to the
left to encounter more Skellobits you can defeat. Once you’re at the end of
this cloud on the LEFT side, strike the block for a SUPER SHROOM and ride the
yellow mobile platform up. Aboard the next yellow mobile platform you see to
your right and let it transport you to seventy-second cloud. Here, enter the
door entering Stair 7 and ending Stair 6.

On the sixty-sixth cloud-(a.k.a. the first cloud on Stair 7), proceed to the
left to defeat the Skellobit and then defeat the Skellobomber by Super Jumping
with Luigi. Proceed to the left and strike the two blocks for a total of two
coins. Move on to the left to a jump-over cloud to reach the sixty-seventh
cloud.

Here on the sixty-seventh cloud is a Skellobit I recommend you defeat using
Cudge. Afterwards, jump to the left to a jump-over cloud and jump onto it to
land on the sixty-eighth cloud. Here, hit the brick block for 5-(five) coins
in total and jump atop this block to another brick block containing a total of
6-(six) coins. Jump back down to the cloud (sixty-eighth) and jump onto the
yellow mobile to let it transfer you mid-way to the sixty-eight block
containing a Cursya you can easily defeat and a chest containing a LONG-LAST
SHAKE. Subsequently, wait for the yellow mobile platform to return so that you
can jump onto it and let it take you to the highest point possible.

Once at the highest point jump to the left to these statue-like poles; jump
across all of them proceeding to the left to then switch to Luigi and Super
Jump to the sixty-ninth cloud. Jump to the seventieth cloud following and then
the seventy-first. On the seventy-first cloud continue to the right to defeat
the Skellobits and open the chest containing a THUNDER RAGE. Afterwards, move
back to the left and then jump up to the left to the seventy-second cloud.
Here is a ruin-like stage with Skellobits on it. Proceed to the left on the
stage using Bowser’s fiery breath and at the end, you’ll meet a premature
jump-over cloud Cyrrus.

Cyrrus tells us his wishes of wanting to be a big cloud and that if we have
something that can grant his wish, to please give it too him. You SHOULD have
the RED APPLE to give him or else please return to Stair 4 and retrieve one.
If you do have one, give it to him when directed to cause him to turn into a
huge jump-over cloud with his new name being “Super Cyrrus.” Jump on top of
him since he’s VERY bouncy and you’ll jump up so high that you’ll even enter
outer space! Don’t worry though since you will slowly return to earth. Once
you gain consciousness from that tremendous leap, proceed to the right onto the
ruin-like stage with a door on it. Do not enter yet. Instead flip to 3-D to
reveal several coins you can acquire. Once you’re ready and prepared, enter
the door here.

In this final area, proceed to the right and read a sign which aptly states:
“Here Endeth Overthere Stair The Overthere is Over There.” Afterwards, switch
to Peach and use her umbrella to float and cross to the other side. Proceed to
the right onto the ruin-like stage and strike the STAR BLOCK to finally end
this chapter. Good work.

(Q4) CHAPTER 7-4: A BONE-CHILLING TALE

HP: 40

CHARACTERS: 4

ATTACK: 6/12

LEVEL: 13

COINS: N/A

PIXLS: 11

PURE HEARTS: 7

The title of this chapter doesn’t seem to promising in my opinion. Our heroes
appear and Luvbi wants us all to behave with good manners as we meet her
“father” Grambi. After Luvbi tells us her experiences with her mother Queen
Jaydes and father King Grambi, it’s time we go and have a talk with the king of
Overthere and obtain our eighth and final Pure Heart. Following the cut scene,
proceed to the right further in to Overthere Sector 1 and defeat the Skellobit
along the way.

After you pass the ruin stage, wait for mobile cloud to descend and Super Jump
to it to have it transport you to a cloud with a Skellobit and a Spiky
Skellobit. Defeat them both using Cudge and proceed to the right riding
another cloud across the gap to another cloud. You’ll encounter a ruin stage
with a locked door. Please remember where this door is located and how you can
reach it. Afterwards, turn around to the left and simply fall off this cloud’s
edge. At the bottom strike the blocks organized in a staircase manner for a
coin, a FAST FLOWER, and a MUSHROOM. Before entering the door to the right,
proceed to the left to defeat the Skellobit enemies. When you’re ready, turn
around to the right and enter the door at the end.

As you enter, a cut scene occurs. A helpless Nimbi is being taunted and poked
with the Skellobits’ weapons. Mario appears and the Skellobits assume that
since we’ve befriended Luvbi, we’re their enemy. They obviously want you dead
and gone out of their way and that’s when we have to battle. When you gain
control, use Cudge to inflict 12 points of damage per successful strike or just
simply use Bowser’s ferocious breath. Dodge by flipping and guarding with
Peach’s umbrella and this battle is done. Afterwards, the pleasant music will
resume and you’ll need to speak to the Nimbi who was being taunted. Do so and
he’ll thank you and explains the current situation of the Overthere.

He states that the Skellobits seek the Pure Heart and are planning a devious
control over the kingdom. Luvbi concludes that since her father-(Grambi) is
the only one who knows the Pure Heart’s resting place, he’s in great danger.
The Nimbi gives us a DOOR KEY to help us pay a visit to Grambi’s palace. After
the cut scene, proceed to the right. As you move through this precarious area,
attempt to defeat ALL the Skellobits and at the end, switch to Luigi and Super
Jump to a block that contains PAL PILLS. Turn around to the left a bit and
Super Jump to the above cloud. Super Jump again to another higher cloud you
can reach. Here, strike the two blocks for a SUPER SHROOM and a GHOUL SHROOM.
Defeat the GHOUL SHROOM and jump atop the two blocks and Super Jump to the
above cloud. Afterwards, jump to the left across the gap to the cloud with a
Spiky Skellobit. Defeat it and jump again to the left to reach a ruin
platform. In its center is a frozen Nimbi sequestered in ice. Switch to
Bowser and use his fire breath to thaw the ice and free the Nimbi.

This Nimbi seems to have amnesia since he has absolutely no idea who he is and
where he is. Anyway, ignore him for now since we’ll deal with his issue later.
Simply jump off this ruin’s edge to the LEFT and proceed to the left all the
way to the door reenter it. Back here in Overthere Sector 1, proceed to the
left and climb or ascend the blocks arranged in a staircase and unlock and
enter the door I told you to remember. As you enter you’ll notice another door
that is locked. Well, let’s find that key! Jump over the ruin-like pillar as
you proceed to the right and after the ruin platform, save your progress via
the Save block.

Subsequently saving your progress, jump over the gap to reach a cloud with a
Skellobit on it; defeat it and jump across another gap to the next cloud.
Here, strike the yellow interchangeable block to cause it to appear in 3-D.
Flip to 3-D and jump onto it to reach a block with a mere coin. Afterwards,
flip back to 2-D and then switch to Peach. Use her umbrella to float cross the
gap to the other side. A Nimbi that’s sobbing and a Nimbi that frozen in ice
will come into view; speak to the Nimbi that’s crying and she’ll introduce
herself as Fallbi. Fallbi requests you assistance and that’s what we’re here
for. Switch to Bowser and use hi fire breath to defrost the Nimbi frozen in
ice.

The boyfriend of Fallbi gives you his gratitude and offers to help us in
exchange. After the cut scene, switch to Peach cross the gap we crossed
earlier via her umbrella. Proceed to the left until you reach Fallbi and her
boyfriend on the ruin platform-(boyfriend on the ruin). Speak to Fallbi’s
boyfriend on the ruin platform. He is operating an elevator and we need to use
it. When he asks if you’re ascending, choose the “Yea” option and you’ll be
elevated to the above level. Proceed to the right getting off the elevator
called an Overator and you’ll encounter 2-(two) more Nimbis frozen and
sequestered in ice. Free them using Bowser’s fire breath to thaw the ice and
at the end, enter the door.

In this new area, the sign to your left states that we’re in Overthere Sector
4; we’re making steady and efficient progress. Proceed to the right to find
several Nimbi frozen in ice. Defrost them ALL via Bowser’s fiery breath and
once you defrost the final Nimbi, he’ll introduce himself as Whibbi. Luvbi
imperiously charges at him demanding answers of her father’s condition. Whibbi
explains that the fiends wrecked the bridge and that help is unable to reach
him. Bowser recommends some initiative such as rebuilding the bridge.
However, to rebuild the bridge, we require the assistance of Rebbi, Blubi,
Yebbi, and their THREE ORBS. To assist, Whibbi gives us the DOOR KEY. Turn
around and return by proceeding to the left and reentering the door we used
earlier to enter this area.

Remember the locked door we saw earlier? That is our next destination.
Proceed to the left past the Nimbis you defrosted and speak to Fallbi’s
boyfriend once again to descend to the lower level. Once you’ve descended,
proceed to the left to reach the door that is locked. Unlock and enter the
door. Now in Overthere Sector 5, proceed to the right and strike the red
switch to activate the transporter and let it transfer you to the other side.
On this side, flip and go behind the ruin stage to access a door. Enter.
We’re currently in sector 7 just so you know. Jump over the ruin pillar and
switch to Peach. Use her umbrella to cross the gap and land on the other side.
As you proceed, you’ll encounter Rebbi fighting against the Skellobits. Rebbi
requests your assistance in defeating the rest of the Skellobits so do that
easily by confusing them with Fleep and then using Cudge to eliminate them.
You can also use Bowser’s fire breath to make this a simple chore.

Speak to Rebbi following this simple battle to have him give you the RED ORB.
This is one of the three orbs we require to access the temple. Rebbi then
returns to the area where Whibbi is and desires to meet again to save the
kingdom. Switch to Peach following this cut scene to cross the gap with her
umbrella. Reenter the door at the end. You don’t need to flip again so just
proceed to the left to exit the area with the door leading us to Rebbi’s
previous location. Continue to the left and strike the red switch again on the
ruin transporter to transfer us to the other side.

On the other side, ignore the door you first see proceeding to the left and
jump over the small gap to encounter some Skellobits. Defeat them ALL and
Super Jump with Luigi to the above cloud. Defeat the Skellobit on this cloud
and Super Jump again to the next cloud to enter a new door. In this new area
proceed to the right with Luigi and jump on the SECOND ruin pillar you see.
Super Jump to hit two blocks containing a MUSHROOM and a coin-(allegedly);
return to the door we came from but do NOT enter. Instead, flip to 3-D to
discover a path of clouds leading to a new area. When you’re next to the first
cloud leading to the new area, jump to the RIGHT and then repeat this for the
next clouds. Once you’re on the other side, hit the block to your left to
acquire the item of glory the MEGA STAR! Trample and defeat ALL the Skellobits
in your path using this powerful item and follow this path all the way to the
right.

Once you can’t go further at the end of this cloud, flip to 3-D using Mario to
discover another new area. Follow the path of clouds to the LEFT and flip back
to 2-D when you’ve crossed. Proceed to the right to land on a ruin stage with
a restroom on it. Examine it by pressing UP when directed to and someone from
inside will nervously speak. He asks you the question: “By the way, who art
thou?” Answer “A monster” and he’ll recognize and a monster would never admit
that he or she really is a monster. As a result, he exits. He introduces
himself as Yebbi and Luvbi requests the YELLOW ORB. Yebbi gives us the YELLOW
ORB one of the three required to create a bridge to Grambi’s palace. Yebbi
says that he shouldn’t have hidden like a coward and that he’ll be more than
happy to assist the others. Yebbi then departs.

We already found two of the three orbs and persons. Our second to last task in
this chapter is to locate Blubi and the BLUE ORB. Let’s get started. Proceed
to the left and flip to follow the path to the area where you used the MEGA
STAR. Proceed ALL the way to the left and at the end, flip to 3-D to follow
the path of clouds to the LEFT. Finally, proceed to the left to reenter the
door we used to enter this area. Once you’re back in this area, fall down to
the cloud-(or “ground”) and enter the door exiting sector 5. Remember the
Nimbi that had amnesia? That’s Blubi! Jump over the ruin pillar to your left
and enter the door. Simply jump off this edge and proceed to the right past
the pillar and enter this door. Currently being in sector 2, proceed to the
right jumping over the ruin pillars and at the end, Super Jump past the above
clouds to the top. Here, jump across to the left and you’ll reach Blubi the
Nimbi with amnesia on a ruin platform. Speak to him and he’ll slowly begin to
remember the recent details. He remembers that he is indeed in fact Blubi and
Luvbi demands the possession of the BLUE ORB. Blubi hands you the BLUE ORB in
an attempt to acquire the Pure Heart and he departs as well.

We now have ALL 3-(three) orbs to rebuild the bridge. Our next goal is to
return to Whibbi. Jump off this ruin platform to the LEFT and reenter the door
we came from. Ascend or climb the staircase-like blocks to the door we
unlocked earlier. Enter. Here, proceed to the right and request from Fallbi’s
boyfriend that he ascends us to the second level. Before doing so, I highly
recommend that you save your progress. On the above level, proceed to the
right and enter the door. Here, proceed to the right onto the ruin stage, past
the defrosted Nimbis and to Whibbi. Speak to him and he tells you to place the
three orbs upon the pedestal. Move past him and jump onto a ruin-like pedestal
to begin the placement of the three essential orbs. Insert the BLUE, YELLOW,
and RED ORBS to cause a HUGE rainbow bridge to be created and rebuilt.
Afterwards, Whibbi asks for your help in saving all them from the dangers that
Grambi is in. Following the cut scene, gladly cross the newly rebuilt rainbow
bridge.

On the other side, proceed to the right to enter the door. In this honorary
area, proceed to the right to then be stopped by a Spiky Skellobit that is
shocked to see us here since they destroyed the bridge. After Luvbi’s insult
towards the Spiky Skellobit, he summons an entire army against us to prove how
scary and dominating they can be. Don’t worry since we will NOT fight them.
Afterwards, Rebbi appears and decides to take them on with his army of Nimbis.
They both forge on with no mercy towards each other and we’re left to sneak
past them. However, on the cloud you’ll have to defeat some of them so defeat
all of them and ascend the stairs to Grambi’s palace. Once you reach the
bottom part of the stairs, flip to 3-D and go behind the staircase on the LEFT
side to reach a chest with a SPIKY SKELLOBIT CARD. Anyway, at the top, strike
the block for an ULTRA SHROOM and then save your progress via the Save block to
the right. Enter the door when you’re ready.

In this grand palace, we see Grambi partially injured but conscious. Luvbi
rushes to her father’s need and he explains that they shouldn’t have arrived
here. We then see-(“hear”) an evil voice and it’s the voice of our chapter
boss the ruler of all Skellobits and the rest that escaped the Underwhere. The
enormous creature introduces himself as Bonechill and Luvbi says that her
father will NEVER give him the Pure Heart. Then a Bonechill admits a chilling
tale that Luvbi IS the Pure Heart itself!!! Tippi says that we can talk about
all this later since we have some business to attend to and it’s too perilous
for them to be near. Let’s give this chump a good beating shall we.

-----------------------------------------------------------------------

CHAPTER BOSS: BONECHILL

HP: 80

ATTACK: 4

ATTACKS: Ice Breath

Launching Ice cubes

Creating a line of icicles on the ceiling


BATTLE METHOD: Bonechill can be intimidating just by his appearance but remain
calm since it’s key to scare you and make you feel like you can’t succeed.
Bonechill can ONLY be damaged on his head or his large skull. Switch to Luigi
and wait for the precise moment to Super Jump and attack his skull for 14
points of damage per successful strike. Flip with Mario too dodge his ice
breath and perhaps his ice cubes since they can be a handful. You can also use
Peach to guard against his icicles on the ceiling. Finally use Bowser and
Carrie to melt the ice with his sweltering fire breath and overall this battle
is doable. Good luck!

-----------------------------------------------------------------------

Following this grand battle, Luvbi and Grambi emerge from the door looking very
sad. Okay, this is going to be a dramatic cut scene especially with the music.
Luvbi asks if the words of that creature were true about Grambi and Jades not
being the true mother and father. Queen Jades then appears wondering of our
safe arrival. Jades confesses that Luvbi isn’t really their child. Luvbi
recognizes the sad reality of the situation and we see a glimpse of the eighth
Pure Heart from Luvbi’s body. Watch the rest of the cut scene of Luvbi
expressing how she feels to Jades and Grambi about not having a life and being
scolded. Luvbi says her farewell to her parents and she turns into the eighth
and final Pure Heart. Grambi and Jaydes bestow upon us the FINAL Pure Heart!
Good job everyone-(mostly you, Mario, and Luvbi). This final Pure Heart was at
the cost of Luvbi’s life so let’s not disappoint her or her inner soul.

YOU GOT A PURE HEART!!!

All eight have been acquired and it’s time to face Count Bleck!

(R1) Castle Bleck:

As Count Bleck and his other minions come into view, Bleck receives terrible
news. The news is that the heroes still live and that they will be here soon.
O’ Chunks, Mimi, and Dimentio leave but Dimentio hesitates upon his departure
and asks if the name Blumiere rings a bell. Count Bleck is shocked and wishes
to know where he heard that name. Dimentio answers that Mario’s pixl kept
going on and on saying that she must stop Blumiere. Dimentio departs and
Natasha concludes that there is still time to stop the prophecy. Count Bleck
disagrees that not even him can stop it and that Blumiere “died” long ago.

(R2) Flipside:

HP: 45

CHARACTERS: 4

ATTACK: 7/14

COINS: 910-999

PIXLS: 11

PURE HEARTS: 8

We now read the dramatic story of Blumiere’s conflict with a certain book and
his father. Apparently, Timpani had vanished and without her, Blumiere’s life
is completely empty. He opens and calls upon the powers of the Dark
Prognosticus and is now referred to as Count Bleck the initiator of the Dark
Prognosticus. We then see Tippi speaking about Blumiere not doing these evil
things and the rest of our heroes try to snap her out of it. Tippi apologizes
for startling you and Luigi suggests that they return to Merlon to announce
their success of obtaining all four heroes and all eight Pure Hearts. Merlon
asks Tippi what troubles her since she does not wish to destroy Count Bleck.
Merlon says there is no other choice and that Count Bleck was the one that
summoned the Chaos Heart and brought this world catastrophe. Merlon says that
we need to insert this Pure Heart into the Heart Pillar and then we need to
head for Flopside Tower.

As you exit Merlon’s house, you’ll notice that the Void has become much bigger.
Fortunately, there is still plenty of time. First, save your progress.
Secondly, head to the inn-(Tinga’s) to heal for the night for 5-(five) coins.
After healing it’s time to return to Flopside where you must insert the final
Pure Heart and can stock up on any items you might want. Exit the inn and
proceed to the right to enter the blue pipe leading back to Flopside.

(R3) Flopside:

You should emerge from the blue pipe on Flopside second floor. Proceed all the
way to the right and enter the item shop at the end. I HIGHLY recommend the
following items for you to purchase: SUPER SHROOM SHAKE, THUNDER RAGE, BLOCK
BLOCK, and a GHOST SHROOM/or MIGHTY TONIC. Exit the shop when you’re all
stocked up on the items you want or need, It’s time to place the final Pure
Heart into the Heart Pillar so proceed to the left and stop in front of the
Flopside Tower elevator that’s to the left of the Save block.

Once there, flip too 3-D and enter the gate to your left crossing the path,
into the Flopside Outskirts. Flip back to 2-D after officially entering the
Outskirts and proceed to the RIGHT from where you flipped to 2-D. You will
soon encounter these ruin-like pillars we saw in the Overthere Stair and
Overthere. You can simply jump over tem or flip to 3-D to avoid the extra
effort. Once you’ve crossed the pillars, you’ll see the final Heart Pillar.
Approach it and press UP when directed. This will place the eighth and final
Pure Heart inside and a BLACK dimensional door will be formed on Flopside Tower.

Well, it’s almost the end of the game; only one more chapter which is the
eighth! I HIGHLY recommend that you revisit other chapters especially Chapter
3 and 5 to gain some more experience as well as level ups. I will be doing
that as well so don’t feel discouraged. After ALL your errands are done to
gain some more experience, items, and level ups, exit the Outskirts and enter
the elevator next to the Save block to allow it to transfer you to Flopside
Tower.

Here, at the top of Flopside Tower, Merlon and Nolrem are awaiting your
arrival. Once you arrive, proceed to the left to initiate a cut scene with
Merlon and Nolrem. First we begin with Nolrem. He tells you that it’s time to
head for Castle Bleck and that it’s now eight Pure Hearts versus the Dark
Prognosticus. Afterwards, it’s Merlon’s turn. Merlon quotes the last page of
the Light Prognosticus summarizing that those who have hope can defy the
prophecy of doom. Merlon and Nolrem encourage us by saying that we made it
this far because we believed in brighter future. Tippi concludes that she will
be joining us in this epic battle. The Void becomes slightly larger and after
Merlon and Nolrem’s words of encouragement, we are left to decide to either
enter the door or enter later on after we’re ready. Since I told you to do
that already, please enter the BLACK dimensional door leading us to Castle
Bleck and the executer of the Dark Prognosticus, Count Bleck. Watch the cut
scene of Merlon giving us his last words of encouragement as enter the door and
begin Chapter 8, the final chapter.

(S1) CHAPTER 8-1: THE IMPENDING DARKNESS

HP: 50

CHARACTERS: 4

ATTACK: 8/16

LEVEL: 16

COINS: 914-999

PIXLS: 11

PURE HEARTS: 8

I believe in you too you know. Everything has come down to this: 8 Pure Hearts
against Count Bleck and destruction itself. Let’s do it. We emerge from the
dimensional door and Tippi announces that we’ve made it to Castle Bleck. Count
Bleck’s castle is HUGE and is home to almost EVERY monster-(excluding some
chapter bosses) we have faced and battled in the past. Count Bleck was
preparing for our arrival just in case we assembled the Purity Heart and here
we are. After this taunting cut scene of the castle, proceed to the right.

We cannot enter the castle in 3-D. When you’re near the end of this area when
moving to the right, flip to 3-D and approach the door to press UP on it and
officially enter his daring castle. Once you’re inside proceed to the right to
encounter probably our first Koopatrol, the most potent species of Koopas with
armor and spikes. You CAN stomp it if you use Carrie for safety precautions or
otherwise use Cudge to obliterate it. Proceed to the right defeating the rest
of the Koopatrols and another new monster and enter the door at the end.

In this new room proceed to the right to encounter ordinary Goombas descending
the stairs towards you. Defeat them as such and slowly start to ascend the
stairs. You’ll encounter Boomerang Bros. TO defeat them, approach them when
their boomerangs are thrown away from them and either jump or smash them with
Thudley or Cudge. Ascend the stairs all the way to the top of this area and
enter the door at the end after defeating all the enemies. As soon as you
enter this new room, you will encounter a Mister I; flip to 3-D and travel
around it to defeat it. After defeating the first Mister I, you will see a new
enemy called a Red I. Defeat it the same exact way with ordinary Mister Is and
you should be fine. Defeat the following Mister I after the Red I and switch
to Luigi. Super Jump to the above ledge the monsters were BELOW of and enter
the door.

Outside in a new area, proceed to the left with Luigi and Super Jump to the
above ledge when you can’t proceed further. Proceed to the left to continue
and open the two chests here for a STOP WATCH and a LONG-LAST SHAKE. Now for a
key; proceed to the right jumping off the ledge with the two chests, passing
the door, and Super Jumping to a new ledge to the RIGHT of the door. Here,
switch to Peach and float across the gap to a ledge with a pipe-(black).
Enter. In this new underground-like area, proceed to the right to encounter
another Blue Magiblot we defeated in the first room. Defeat it by smashing it
with Cudge or Thudley and dodge its attack. Proceed to the right to continue
and you’ll encounter a Soopa Striker.

To defeat it WITHOUT losing HP, I suggest you switch to Boomer, flip, set
Boomer near the Soopa Striker, move away from the monster, and flip back to
2-D. Repeat this process with others and proceed to the end of this path. At
the end, open the chest to acquire a CASTLE BLECK KEY. Now, turn around and
proceed all the way to the left to reenter the black pipe we used earlier to
land here and return outside. Back outside, float across the gap with Peach’s
umbrella and jump off the ledge to reenter the small door we used earlier.
Jump off this ledge to the RIGHT and unlock and enter the door at the end of
this path.

In this new area, switch to Bowser and Carrie. There are a lot of monsters in
here including: Dull Bones, Magikoopas, Cursyas, and a Gawbus. Defeat them ALL
out of your path using Bowser’s fiery breath or be creative and flip and use
Boomer. At the end of this long hallway, enter the door. In this new room,
are I believe the strongest species of the Bros., the Fire Bro. Flip to 3-D
near the stairs to avoid its flames and taking damage of 3 points per strike.
Afterwards, you can defeat them by using Boomer and detonating him in 2-D OR
use Fleep to stun them and then go on the offensive. Simply defeat them or
bypass them by flipping and ascending the stairs. Proceed to the right and
defeat the rest of the Fire Bros to climb the second set of stairs. At the
end, defeat the Koopatrol cautiously, hit the block for an ULTRA SHROOM, and
enter the door.

As you enter, you’ll clearly see a Save block to your near left. Save your
progress and switch to Bowser. There is a set of 5-(five) torches to the right
that can and must be lit. Use Bowser’s fire breath on the SECOND, THIRD, and
FIFTH torch. I will also provide the answer using digits in the order of the
torches from LEFT to RIGHT: 2, 3, and 5. Successfully completing this minor
task, will cause the creation of stairs to our next door. Please ascend the
newly formed stairs and enter the door at the top by flipping to 3-D. As soon
as you enter, you’ll see a voice speak. No offense to the person’s grammar,
but you can easily identify that it’s O’ Chunks. He’s surprised to see us here
and insults by saying that he’s going to take us on AGAIN! Bowser makes fun of
him and challenges him with a one-on-one match. He grows larger and the rest
of our heroes leave the scene. Let’s give O’ Chunks a taste of his own
medicine.

-----------------------------------------------------------------------

MINI-BOSS: O’ CHUNKS

HP: 100

ATTACK: 4

ATTACKS: Swirling attack combo

Ground-pound

Grasping you and tossing you around the screen

Departing upwards and stomping you-(avoid this)

Throwing a fragment of the floor at you



BATTLE METHODS:

He mostly the same as usual except with the floro sprout that made him almost
unbeatable. Firstly, use Thoreau to grab him and send him flying. Use Fleep
to temporarily confuse him and then use Thudley for a sizzling ground-pound.
Use some items if you want for additional damage and TRY to move as fast as you
can using Carrie when needed. Overall, this is an o.k. battle.

-----------------------------------------------------------------------

After this silly battle, O’ Chunks gives up and desires to be ended by one more
of Bowser’s powerful attacks. He says that there is no shame in being defeated
by a huge grand boss and the area begins to quake. The ceiling shockingly
comes smashing towards our heroes and O’ Chunks holds it up for us. Bowser
asks why he saved us from obliteration and it’s because we defeated him and we
have the right to pass. Bowser admires his courage and effort and decides to
assist O’ Chunks. Bowser demands that the rest of our heroes take the princess
into the next room and Princess Peach remains almost speechless and concurs.
After the rest of our heroes escape, Bowser and O’ Chunks bicker about who
should leave, survive, and be “the tough guy.” The ceiling “SEEMS” to reach
the floor as we see our heroes anxious in the next room. Luigi examines the
door and it won’t budge. They-(mostly Peach) decide to forge on with
everything they have into the rest of the castle. Proceed to the right and
strike the STAR BLOCK at the end to end this sad chapter.

YOU LOST BOWSER!!!

(S2) CHAPTER 8-2: THE CRASH

HP: 50

CHARACTERS: 3

ATTACK: 8/16

LEVEL: 16

COINS: 999

PIXLS: 11

PURE HEARTS: 8

The title of this chapter does seem suspicious but I guess it’s nothing to
worry about. As we begin this chapter, another tremor occurs. Luigi looses an
estimate in how many there have been so far and Peach expresses her concerns.
Peach wonders that since this castle is Bleck’s private home, why would he let
the destruction of the world affect his own area? Good question! After the
cut scene, we’re introduced to Castle Bleck Foyer. Please proceed to the right.

As you do, you will encounter a Zoing-Oing, a different type of Oings. Simply
jump on it or use Cudge for instant obliteration. Do this to the other enemies
following this Zoing-Oing and defeat the Red I by flipping and such. For the
grayish-looking Blastboxer, jump on it or use Barry to deflect and
counterattack. After defeating ALL the monsters, enter the door at the end of
this long hallway. In this room you’ll see… Merlon!? You’re not falling for
this are you? This is actually Mimi in disguise as Merlon to be honest.
Anyway, Tippi questions the reason why Merlon would be here and he responds
that he located an interesting page in the Light Prognosticus. “He” says to
reach Count Bleck we must hit the blue block that’s supposedly “unsuspicious.”
Once you gain control, since the next door IS locked, we have no other choice
but to strike the blue block so do that.

Once you do, the trap will be initiated and we fall into the gap on this floor.
Mimi referring to us as “suckers” leaves and we’re left at the bottom. Tippi
doesn’t seem surprised about what happened and we once again, gain control.
Behind the wall is a black pipe we don’t really have to enter for now.
Firstly, proceed to the right to notice a small crack on the wall. Destroy it
or annihilate it using Boomer and flip to 3-D to enter. On the other side,
enter the black pipe. Here, you will see a series of other black pipes. Jump
off the one we entered from and flip to 3-D. If you proceed UP, you’ll
discover a THUNDER RAGE behind the farthest black pipe to the right. Good job!
Afterwards, enter ANY other black pipe in this room to return to the level we
were on-(NOT the floor Mimi was on.) Flip to pass the black pipe to the left
or just enter the door to the left of this room. In this room are a series of
flame torches. Simply proceed past them to the left by flipping to 3-D and at
the end, strike the red switch TWICE to cause a tremor and something to happen
in the previous room.

Please return by flipping to bypass the torches and reenter the door we came
from to the right. Back in here, reenter the black pipe. In this room are
3-(three) chests containing a COURAGE SHELL, CASTLE BLECK KEY, and a LIFE
SHROOM. Once you’re done, you MUST acquire the CASTLE BLECK KEY. Flip to 3-D,
and enter the hole on the floor past the chest containing the LIFE SHROOM.

Once you’re finally back in the room that Mimi tricked us, unlock and enter the
door to the right. In this brand new room, proceed to the right to encounter
Gloombas descending a set of stairs. Simply defeat them any way you wish and
as you get closer to the stairs, Hammer Bros will start to attack you. Flip to
3-D immediately and start to ascend the stairs. Switch to Boomer and
set/detonate him as you climb up and try to dodge the hammers they throw at you
in 3-D since these monsters can flip to 3-D now. When you’re done, climb the
stairs to the top. In this center area of the room, proceed to the right yet
again and enter the door you see.

Outside in a new area, defeat the different types of Cursyas using Cudge and
proceed all the way to the right. When you can’t go further, flip to 3-D and
move to the LEFT a bit to reveal a path you can follow. Follow this path to
the end and open the chest to an ULTRA SHROOM SHAKE! Return via the path you
just used-(flip first) and reenter the door we came from to the left. Now we
need to deal with more monsters and ascend the second set of stairs. Flip to
3-D and proceed UP towards the second staircase. As you do, Fire Bros will
flip to 3-D as well and of course, instead of flipping, I suggest switching to
Peach to guard with her umbrella and then using Boomer to obliterate them. At
the top, defeat the koopas and enter the door at the end.

In here are three MUSHROOMS along with their trap. If you have full HP or are
close to the maximum level, proceed to the right and only take the third and
last MUSHROOM to the right. As soon as you do, a trap will be triggered and
you will fall. Here, Chromebas that can only be visible in 3-D. Defeat them
by defeating the primary parent that clones itself of use an item such as a
THUNDER RAGE to annihilate every single Chromeba. Doing so will reveal the
CASTLE BLECK KEY and the black pipe that is essential to exit this area. Enter
the pipe to return to the floor we were on before the trap was initiated.
Proceed to the right to save your progress and then unlock and enter the door
at the end here.

As you enter this new room, you’ll find “Merlee.” She requests that we not run
off and she will begin to ask you 3-(three) questions. Answer them any way you
like but do NOT choose the Francis option since we will have to fight Francis
in the third room IF you choose him. After this questionnaire is finished
proceed to the right to enter the door. In here deal with whatever you chose
either an enemy or an item and proceed to the room on the right. Enter. Do
the same in this room and proceed to the next room. In this room, deal with
what ever you chose and enter the door on the right at the end of this hallway.
Here, we will see Merlee whining on how we passed all those “icky” things in
the preceding rooms. She converts herself to Mimi her true form and continues
to complain. Our heroes approach and Peach lectures her on how she should be
ashamed of herself of all the dirty tricks she’s caused us to go through. Mimi
insults Peach on how she can’t manage on her own with her two “boyfriends”
always rescuing her. Peach decides to teach her a lesson by fighting her alone
and Mario and Luigi exit the room. Let’s give Mimi a good beating with Peach!

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MINI-BOSS: MIMI

HP: Infinite-(the explicit section is her legs)

ATTACK: 4

ATTACKS: Flying and swirling in mid-air

Flipping to 3-D

Launching Rubees at you

Creating row of Rubees on the floor

BATTLE METHODS: Using Peach in this battle is a very good advantage since you
can avoid ALL of Mimi’s attacks using Peach’s umbrella. Usually, use Thoreau
to grasp the Rubees Mimi throws at you and throw it back at her; when Mimi
becomes drowsy after a few strikes, ground-pound her or simply jump on her head
to inflict extra damage. When she uses her powerful attacks, immediately use
Peach’s umbrella-(press DOWN) to dodge and avoid loosing HP. Repeat this
process of jumping on her after becoming drowsy to defeat her legs and she’ll
be defeated and become immobile.

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After you take away all her legs she will fall to the floor. Mimi is shocked
that she was defeated by Princess Peach and even laughs about it. Mario and
Luigi approach and Peach insults Mimi since she did DEFEAT her. Luigi
compliments and another tremor occurs. Tippi suggests that the destruction in
spreading and that we shouldn’t dawdle here. Mario and Luigi head for the next
room and Peach hesitates by giving Mimi some advice of moving somewhere safe.
Mimi is shocked that she cares and then… BOOM! I’m not sure what happened but
we then appear to Mario and Luigi in the next room. Luigi examines the door
and it obviously doesn’t even budge. In the preceding room, we see Peach and
Mimi hanging for dear life. Mimi asks what on earth is she doing and Peach
explains that she was taught to care for those in need.

Subsequently, another tremor occurs and Peach and Mimi fall to their “doom.”
In the next room, Tippi suggests that we continue forward since Peach would
have wanted us to forge on and never give up. Yes, that’s right. Mario and
Luigi agree and they proceed to the right. Once you gain control, continue to
the right and at the end, strike the STAR BLOCK to end this chapter.

(S3) CHAPTER 8-3: COUNTDOWN TO DESTRUCTION

HP: 50

CHARACTERS: 2

ATTACK: 8/16

LEVEL: 16

COINS: 999

PIXLS: 11

PURE HEARTS: 8

Okay, please do NOT get intimidated by the title of this long chapter since
nothing serious is going to occur. As we begin, Tippi senses the power of the
Chaos Heart getting closer as we get closer to Count Bleck and that we need to
hurry since the end is almost here. Well, let’s get started.

Please proceed to the right to encounter some Skellobombers. Use Thoreau to
grab the heads of the miniature skellobit head it throws at you and throw it
back at the Skellobomber. In addition, you can also jump on them when they’re
near the ground to defeat them quickly. Afterwards, defeat the rest of the
Skellobits with Cudge and on your way; acquire the FAST FLOWER in the block.
Using this item, defeat the following Skellobits and acquire the PALL PILLS in
the next block. Defeat ALL the enemies with caution and acquire the SLOW
FLOWER. Proceed to the right defeating ALL the Skellobombers with a Super Jump
if needed, and enter the door at the end.

Okay, in here you MUST defeat EVERY enemy in this room; knowing this, proceed
to the right to encounter a Pigarithm. Jump on it quickly three times to
defeat it with ease. Do the same with the other three Pigarithms and proceed
to the end of this path. Switch to Luigi and step in front of the door we
CAN’T access since we need to defeat EVERY enemy. Super Jump to the high ledge
to the left of the door. Up here are two Sobarridads. They seem to look like
a Mister I but they aren’t. To defeat it, flip to 3-D using Mario and set
Boomer near it. Afterwards, move away from it a bit and then flip back to 2-D
to detonate Boomer by pressing 1. After repeating this same process with the
next Sobarridad, jump off the ledge and proceed to the right and enter the now
accessible door.

This new room is really a big pain. In here are Dimentio clones but not the
REAL Dimentio. The object-(in terms of games) of this room is to find the
mirror that isn’t shining and then flip in front of it to enter in 3-D. As you
proceed further to the right, avoid the attacks of the Dimentio clones and
cautiously defeat the Longadile red-like creatures that stretch their heads to
attack you. The mirror we’re looking for is literally on the FOURTH ledge from
the door we came from. Once you reach that ledge, flip in front of the mirror
and enter by holding LEFT on the control pad to enter the other side. In this
new area of the room, proceed to the left to find and open a chest containing a
CASTLE BLECK KEY. There is also another chest containing an ICE STORM on the
right side of this hallway. When you’re done in this area, return to the
mirror that we entered this side from and flip to reenter it to the other side.
Flip back to 2-D and continue to jump over the other ledges to the right to
unlock and enter the door at the end.

In this new room we have to repeat the process of the stairs and the Boomerang
Bros. Firstly, strike the block here for a MUSHROOM and then flip to 3-D to
reveal an opening in the center of the stairs. Proceed into the opening and
flip back to 2-D once you’ve made it to the other side. On this new side of
the staircase are more Soopa Strikers. Defeat them by jumping on them of
setting Boomer in 3-D and at the end of this path, enter this small door. In
here, defeat the Blue Magliblots and Super Jump to the THIRD block to the right
with the “X” mark on it to create another door. Enter. Here, defeat the Red
Magliblots and Super Jump to the SECOND or middle block. Enter the newly
formed door. In here, defeat the Yellow Magliblots and Super Jump to the THIRD
or RIGHT block in the direction you’re facing. Enter the newly formed door.
In this new room is one of each: Blue, Red, and Yellow Magliblot. Defeat them
all and strike the three blocks in this order: MIDDLE, RIGHT, and LEFT. Super
Jump to them in this order to reveal a chest containing a CASTLE BLECK KEY.
This is what we’ve wanted all along. To maintain briefness, return ALL the way
past the doors and rooms to the staircases with the Boomerang Bros where we
entered in the middle in 3-D.

Once you reach the other side of the staircase by flipping, ascend them and
defeat the first set of Boomerang Bros with Boomer. To do this in a simpler
manner, jump to the step before the Bro and set Boomer there. At the end of
this staircase, defeat the Koopatrols and hit the block for a HAPPY FLOWER.
Proceed to the right to the second set of stairs and ascend them to more
Boomerang Bros. Defeat them via Boomer or Cudge on the step before and climb
the rest of way up. Strike the block at the top to defeat a GHOUL SHROOM and
then unlock and enter the door at the end.

In this new room are Skellobits that can flip to 3-D. Defeat them all using
Cudge or use Carrie to jump on them and then return to the beginning of this
room since we MUST do something in an exact order before entering the door at
the end. Back at the door, Super Jump to the above ledge near the door and
then jump off it on its RIGHT side. Afterwards, proceed to the right past the
ledge and on the second ledge’s RIGHT side, Super Jump to it to land on this
ledge. Proceed to the left a bit and then Super Jump to the above LEFT ledge
on it’s the only RIGHT side. Here, defeat the Skellobait and the
Skellobomber if there is one and then jump back DOWN to the ledge we were on
previously. Back here, Super Jump to the ledge on the RIGHT SIDE and land on
it. Defeat the Spiky Skellobait and the Skellobomber and then jump off this
ledge on its RIGHT side. Finally, enter the door. If my instructions did NOT
work, flip to 3-D and follow the arrows on the wall but you shouldn’t have to
since that is what I followed.

We now enter a new room with shining mirrors. As we did earlier find the
mirror that is not shining but this time it’s on the FIFTH ledge. When you’re
in front of it, flip and jump into it to enter the other side. On this new
side, is an army or a large multitude of Dimentio clones. Don’t worry since
they won’t hurt you at all. Proceed to the left ignoring the Dimentio clones
to a chest with a THUNDER RAGE. Further to the left is a block containing a
SUPER SHROOM. Once you’re done on the left side, proceed past the Dimentio
clones to the right side. On your way there, you can use Boomer to create some
more space for you to move more efficiently and you can use Carrie to move
faster. Once you’re on the right side, open the chest for a CASTLE BLECK KEY
and strike the block further to the right for another Super SHROOM. Once
finished here, proceed to the left and reenter the mirror in 3-D we used to
enter this side. Back here, proceed to the right past the Longadile(s)-(defeat
them using Boomer when they stretch) and save your progress via the Save block
and unlock and enter the door at the end.

As you enter you see another person speaking and that is actually Dimentio.
He’s glad that we’ve made it this far and Tippi demands him to move out of the
way. Dimentio “concurs” to move out of the way and tricks us since we have to
defeat him first. Dimentio challenges us to catch him in a game of tag before
officially battling. Okay, I’m not going to go into FULL detail about how to
win this tag game but the key is to use Fleep on the sparkling space rift. Do
this to the space rift in this room now to cause a blue block to appear.
Strike it to vanish and reappear in Lineland. In the next paragraph I shall
provide the location of each space rift you must interface with Fleep.
Remember you should move in the direction Dimentio moves towards. Good luck!

Lineland: the very end of this area to the right past the monsters

Merlee’s Mansion: the safe where the 1,000,000 Rubees was stored

Tile Pool: the very end of this area to the left

Outer Space: to the right in past the green door and in a gap.

Gap of Crag: flip once at the end of this area and enter the bottom level

Sammer’s Palace: to the right and in the wall, the rift will sparkle.

The Underwhere: in front of Dorguy the First at the top of this room

That’s it. We return to the same room where we were before the tag game began.
Dimentio asks if we’re enjoying his game of tag-(I’m not) and Luigi demands
that he stops messing around and fight him for real. Dimentio disagrees saying
that magic is no laughing matter and that he’s always deadly serious. He then
asks us a STRANGE question of teaming up and defeating the Count!! Dimentio
explains that Count Bleck has betrayed him and about the lies of creating a
perfect world. Listen to the rest of his reasons and as much as it sounds
great, DO NOT believe him. Say “No” when you have the option and then “No
way!” for the second option. As a result, he decides to battle you and insults
Luigi’s mustache. Luigi insists that his brother-(Mario) moves ahead and let
him deal with Dimentio. Watch the rest of the cut scene and let’s show
Dimentio some REAL power!!!

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MINI-BOSS: DIMENTIO

HP: 90

ATTACK: 4

ATTACKS: Flipping and zapping you

Ordinary zaps

Clones attacks


BATTLE METHODS: Okay this battle is completely straight forward. You have
neither pixls nor any characters whatsoever so your options are limited since
all you CAN do are use items, jump, and Super Jump. Using Luigi’s ordinary and
Super Jumps, you can dodge most, and if possible, all of Dimentio’s attacks.
Watch your timing and Super Jump or simply jump on him when you have the
chance. Overall, it’s an okay battle.

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After this rather difficult battle, Dimentio cries and whines for the pain is
strong. Luigi says that he took Dimentio head o and didn’t need his superstar
brother to help him. Dimentio says that he can’t let Luigi fall into the Count
Bleck’s hands. Afterwards, Dimentio encircles himself and Luigi in square-like
trap and… they both have their “game-over.” Mario examines the door and it
obviously does not budge. Mario insists that they forge on considering the
circumstances. Once you gain control, proceed to the right and hit the STAR
BLOCK at the end of this room to end this chapter.

(S4) CHAPTER 8-4: TIPPI AND COUNT BLECK

HP: 55

CHARACTERS: 1

ATTACK: 8/16

LEVEL: 17

COINS: 999

PIXLS: 11

PURE HEARTS: 8

Well, Mario is the “only” hero left and as we enter and start this chapter
Tippi makes a comment about a time she met someone for the first time. Tippi
apologizes that she would help Mario find his friends but now they’re “gone
forever.” Mario comforts Tippi by saying that they are not dead and that they
are still very much alive. Tippi makes a final comment of believing in them
and we gain control. This is the FINAL section in terms of the story mode in
this game. Let’s end this well and save the world!

Proceed to the right and defeat the Copta easily by jumping on it and then
defeat the Poison Pokey by either using Cudge or by using Carrie to defeat it.
Afterwards, defeat the Cursya and then strike the 3-(three) blocks for a
MUSHROOM, a coin, and another MUSHROOM. Proceed to the right to defeat more
Coptas and Poison Pokies and then enter the door at the end. In here, defeat
the Yellow Magliblot and then at the end, use Tippi’s unique ability to reveal
a hidden door. Enter. In this new room are ledges or platforms that move up
and down. Simply follow the path to the right by jumping onto the moving
ledges. Defeat the Parabuzzy and the Spiky Parabuzzy on the way and when you
can’t proceed further, flip to 3-D. In 3-D, jump to the moving ledge next to
you on the LEFT and then jump UP to the next moving ledge. Repeat this process
when you can’t move further-(move to the RIGHT in 3-D and then UP) and at the
end, enter the door.

In this room is another set of moving platforms but they’re slightly different
than the ones we dealt with in the preceding room. To pass this room, we need
to find a key. Firstly, jump to the moving ledges and pass them by jumping to
the next ledge going up. Once you reach a center ledge that does NOT move,
flip to 3-D and then move to the LEFT to discover a black pipe. Enter. In
here, we get to use a pixl we haven’t used in awhile. Switch to Dottie and
then flip to 3-D. Miniaturize yourself by pressing 1 with Dottie and then move
UP in 3-D to enter the ant-sized hole in the wall. Follow this path all the
way UP and then open the chest to acquire the CASTLE BLECK KEY we were looking
for. Return to the pipe using Dottie and entering the ant-sized with Dottie
and then reenter the black pipe at the end.

Once you return to the area with the moving ledges, proceed all the way to the
right by jumping onto the ledges and then proceed by jumping to the subsequent
ledge going up. At the end, unlock and enter the door. In this new area are
powerful creatures called Mega Muths. They have 200 HP and they can be hard to
defeat. I suggest you avoid them by flipping to 3-D or you can CAREFULLY
attack them with Cudge or Boomer. Afterwards, defeat the Cherbil or bypass the
rest of the Mega Muths to enter the door at the end of this long desolate
hallway.

As we get closer to Count Bleck, the rooms begin to get more sophisticated and
difficult to pass. A perfect example of this is the room we’re currently in.
The key is to enter the opening in the wall that leads to the other side of
this room and then we have to repeat this process. Firstly, defeat the
4-(four) Koopatrols on this side of the room and then return to the entrance of
this room. Flip to 3-D and then enter the SECOND opening on the RIGHT side of
the wall. Here, defeat the Soopa Strikers and then head ALL the way to the
back of this room to the left side. Flip to 3-D and then enter the THIRD
opening on the RIGHT side of the wall. In this area are 3-(three) Pigarithms
to defeat here. Afterwards, head to the back of this room on the left side not
the RIGHT side and flip to 3-D. Enter the THIRD opening again.

On this side are Cursyas and Coptas which you can and should annihilate. After
they’re defeated by using Cudge, proceed to the right and enter the door OR you
can proceed to the other side-(THIRD opening from the LEFT side) to defeat some
Koopa Troopas and then open a chest containing a SHOOTING STAR. Anyway, in the
next room is another series of walls with openings to go through. This time
you can either head to the right side or the left side but only ONE side has
the door. Let’s first head to the LEFT side since it’s where the door is
located. On this side with the door we just entered from, defeat the Poison
Cherbil, the Ice Cherbil, and the Cherbil and enter the FIRST opening on the
RIGHT side. Hint: since I will not be explaining the right hallways, the chest
at the end contains a SUPER SHROOM SHAKE.

Here, defeat the Cursya and the Pigarithm and then flip to 3-D and then enter
the SECOND opening on the RIGHT side. On this side are Poison Pokies, Cursyas,
and a Koopatrol you can easily defeat with Cudge so do that and then enter the
SEVENTH opening on the LEFT side. In here are two Hooligans and two
Zoing-Oings you can simply jump on to defeat them. At the end of this path to
the right, enter the door at the end. There are MORE halls to go through!?
Don’t worry since we’re almost done with this. Proceed to the right to defeat
a Gawbus using Boomer and then defeat the Pink Fuzzies by jumping on them.
Afterwards, return to the entrance of this room and enter the SIXTH opening on
the RIGHT side of the wall in 3-D. Proceed across in 3-D into the FIRST
opening to acquire an ULTRA SHROOM SHAKE in a chest. Return to the other side
again in 3-D and head UP and too the RIGHT to enter the FOURTH opening on the
RIGHT side.

Here, proceed past the two Spanias and to the opening on the RIGHT side. Here,
proceed to the left and defeat the Shlorp by setting Boomer near its mouth and
detonating Boomer inside the Shlorp’s body. Repeat this one more times and
it’s defeated. After defeating the other two or three Shlorps, return to the
hallway with the chest which contained the second ULTRA SHROOM SHAKE and then
head DOWN in 3-D to enter the SECOND opening on the RIGHT side of the wall.
Proceed further into the next opening to encounter Skellobits and
Skellobombers. Defeat them all by either jumping on them or by using Cudge.
Finally, proceed to the right to enter the door we’ve been searching for.
Proceed to the right and ascend the stairs to a block with an ULTRA SHROOM and
then continue to the right to save your progress via the Save block and when
you’re ready, enter the door to face our arch nemesis.

In the final room, Tippi senses something very powerful that could be the Chaos
Heart. We then come in contact with our arch nemesis, Count Bleck! Bleck is
pleased that we’ve finally arrives and identifies us as the hero of the Light
Prognosticus. Bleck intimidates us by saying that it’s too late to stop the
prophecy as well as him. Bleck continues by saying that all worlds are
meaningless and that he’ll cause them to seem as if they never existed. Tippi
refers to Bleck as Blumiere and Bleck calls her Timpani saying that he does not
have to answer and that the hour has grown too late. Bleck demands Natasha to
deal with these two heroes ALONE and she sadly leaves. LET’S END THIS!!!

CHAPTER BOSS: COUNT BLECK

HP: INVINCIBLE

ATTACK: 8

ATTACKS: Throwing a Void fragment at you


BATTLE METHODS: Count Bleck’s first phase is practically pointless since we
can’t hurt him. Try to jump on him a few times and a cut scene will be
triggered.

Tippi explains that Count Bleck is being shielded by our attacks by the Chaos
Heart itself. Afterwards, try to continue attack him and another cut scene
will occur. As the END gets closer, Count Bleck begins to initiate it. Our
other three heroes Peach, Bowser, and Luigi come to help us! They insult the
Count and are ready to team up with you to beat the Count. They regroup and
cause the eight Pure Hearts to destroy Count Bleck’s barrier. Now the TRUE
battle begins. Let’s do this!!!

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CHAPTER BOSS: COUNT BLECK

HP: 150

ATTACK: 8

ATTACKS: Slowing you down

Throwing a Void fragment

Creating a huge Void whirlpool to lure us in


BATTLE METHODS: The windows of opportunity have finally opened. Use Mario and
Thudley or the opposite with Bowser to inflict serious damage. I also suggest
using the SHOOTING STAR against him if you have one. Remember to guard with
Peach if you’re in trouble and Super Jump under Count Bleck to also inflict
serious damage. Do WHATEVER it takes to beat Count Bleck since we need to show
him who’s boss around here. Finally, use Bowser’s fire breath and cause to
inflict 20 points of direct damage. Good luck!

After this battle, the Chaos Heart separates from Count Bleck and Bleck falls
to the ground in pain. Bleck explains that they need to finish Bleck in order
for the Chaos Heart to vanish and have the prophecy be undone. He explains
that without Timpani-(Tippi) the world had no meaning or joy and that’s why he
wanted to destroy the world. After some dramatic talk between Bleck and Tippi,
Natasha shields Bleck from Dimentio’s attack!? Dimentio wants to give the Count
the everlasting peace he desperately wants and Dimentio commands Mr. L-(Luigi)
to come forth and absorb the Chaos Heart. Dimentio explains that he planted a
seed in Luigi’s consciousness to possess and control him. Dimentio fuses
himself, Luigi, and the Chaos Heart together to form a very destructive and
powerful force. He sends Tippi, Count Bleck, and Natasha to another dimension
and we’re left to fight our final boss. You should have received a LEVEL UP
during the second battle with 55 HP and your attack should now be 9/18. LET’S
END THIS NOW!!!

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FINAL BOSS: SUPER DIMENTIO

HP: INVINCIBLE

ATTACK: 6

ATTACKS: Ground-pound

Block attack

Super Punch


BATTLE METHODS: Well, even though we don’t have Luigi or Tippi, our attack
power hasn’t really changed that much. Since he’s invincible, try to perform
some ordinary jumps or ground-pounds to pass the time until a cut scene is
triggered.

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The end of the universe “begins” and we see cut scenes at many different places
such as Flipside and Downtown of Crag. Afterwards, we see Tippi, Natasha, and
Count Bleck in Dimension D. Tippi urges to assist our heroes and Bleck
explains that it’s impossible without the power of the Pure Hearts, it’s
pointless. After some words of encouragement from Tippi, O’ Chunks and Mimi
appear giving some more words of encouragement. All this love and trust in one
another creates the Purity Heart the fusion of the eight Pure Hearts! Tippi
takes them to Mario and they destroy the barrier around Dimentio’s
creature-like boss. Now that we HAVE POWER, let’s beat him ONCE AND FOR ALL!!!

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FINAL BOSS: SUPER DIMENTIO

HP: 200

ATTACK: 6

ATTACKS: Super Punch

Ground-pound

Block attack


BATTLE METHODS: Now that Super Dimentio’s barrier is gone, we can inflict
damage. Your main focus is to attack the head which looks like Luigi’s head.
Ground-pound, jump, use fire breath, ANYTHING to inflict damage and guard using
Peach since she’s very vital to maintaining optimum HP. Please use a SHOOTING
STAR or a THUNDER RAGE if necessary.

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*WARNING: SPOILER ENDING!!!*
NOTE: IF YOU DO NOT WISH TO KNOW THE ENDING, DO NOT READ BELOW!!!

After this epic battle, Super Dimentio shall fall and Dimentio will obviously
whine how our heroes defeated him. Our heroes insult him and Dimentio
explains that this isn’t the end and that he still has one surprise left. He
vanishes and Luigi and the Chaos Heart will separate from him. Luigi regains
consciousness and Count Bleck, Mimi, and O’ Chunks will appear. Bleck explains
that the end of the world is upon us and that Dimentio left behind a shadow of
his power to continue controlling it. There is one thing left that can be done
and Count Bleck summons a HUGE door to appear. Our heroes enter and the room
is drawn out to seem like a marriage altar or ceremony.

In this next room, Count Bleck-(Blumiere) will say to Tippi-(Timpani) that the
reunification and fusion of them two and the Pure Hearts will destroy the
prophecy at the “cost” of their life. They move on to the altar and say their
vows of love to each other and what they have wanted to say. Bells will begin
to ring giving their blessing to Blumiere and Timpani and the Void is finally
destroyed. Worlds return and we then see the final dialogue between Timpani
and Blumiere. They venture off to the place they will love and care for each
other forever and we appear back in Flipside. The Void vanishes forever and
Natasha regains consciousness.

(T1) Flipside:

Merlon appears and thanks and congratulates us for working hard and saving the
universe. Merlon wonders where Tippi is and Mario explains that they have left
to be happy. Natasha gets emotional about the Count leaving and Timpani and
Blumiere living in happiness. Merlon asked Saffron to prepare some goods and
treats for us as a result of our hard work. The rest of the heroes but Peach
hesitates and asks Merlon what’s wrong. He wonders if Timpani-(Tippi) is truly
happy now and Peach ensures him that she really is. Merlon concurs and they
depart to have some snacks at Saffron’s.


Thank you for taking the time to read my guide and for completing this epic
game. May you find inspiration and enlightenment from it.

- Juancarlos Manon

CONGRATULATIONS, YOU HAVE COMPLETED SUPER PAPER MARIO!!!

There are still more things to be done!

VI (U1) Side Quests:

Okay, now that you have completed the game, you can save your progress and then
complete the side quests of the game. Below are a few of them: (the remaining
will be added as I update the guide daily)

Flipside Pit of 100 trials: (Acquiring Dashell)

The Pit of 100 trials is the most prominent and sophisticated side quest one
can achieve. In room 100, is a boss called Wracktail, a more complex version
of Fracktail from Chapter 1-4. Defeating Wracktail will cause you to acquire
Dashell, the speedy and dashing pixl. In addition you will receive 9 special
cards that can be kept or sold at a HIGH price. The Flipside Pit of 100 trials
is obviously located in Flipside and on its B2 floor. Please remember to
rejuvenate your HP and stock up on all significant items since you’ll be here
for a long time and you can be defeated very easily if you do not make the wise
choices. Before entering, always remember to save your progress via the nearby
Save block.

Flopside Pit of 100 trials:

This is the most rigorous version of the Pit of 100 trials. Here, all the
enemies from the entire game-(excluding bosses) are dark versions and the boss,
Shadoo, is composed of the dark versions of Mario, Peach, Bowser, and Luigi.
Defeating Shadoo and completing the entire trial will give 9 additional unique
cards and I believe 4-7 more for defeating Shadoo. You can only face Shadoo by
passing this pit of 100 trials TWICE. Doing so will award you the special
cards and you will be granted the ability to stay in 3-D for eternity. The
Flopside Pit of 100 trials is obviously in Flopside and on its B2 floor,
similar to Flipside’s. REMEMBER: Replenish your HP, stock up on your prominent
items including any unique recipes, and save your progress before entering the
trials.

Acquiring Barry:

Please note that I do specify how to receive Barry in my walkthrough above. If
you haven’t read that section as of yet, visit CHAPTER 3-1 again and then
examine the first grassy bush you encounter. After some compliments for
rescuing Tippi from Francis, Barry will be more than pleased to join your
party. This, in my view, is the easiest optional pixl you can acquire in the
game. It might even be a fact if I do say so myself. Barry is a useful pixl
that can create an indestructible barrier around you for a brief time to
defend/counteract enemy attacks. I recommend using him often. Enjoy!

Acquiring Piccolo:

Piccolo, the musical pixl, can be acquired by completing a long side quest.
You must first speak to Merlee in her fortune-teller’s shop in Flopside. Agree
to her request and you will embark on a journey to acquire a crystal ball and
the key to the building Piccolo is locked in. Don’t give up though! Persevere
and you will eventually acquire Piccolo. Once you acquire Piccolo, you can
cure the curses monsters give you such as Poison or the inability to flip.

Acquiring Tiptron:

After Tippi departs with Count Bleck, you have the ability to replace
Tippi-(sadly yes) by paying a good ole visit to Francis at his castle in
CHAPTER 3-4. Before paying him this visit, I highly suggest that you
accumulate a total of 999 coins to purchase Tiptron from Francis. After the
hard committed work of accumulating these 999 coins, visit CHAPTER 3-4 and pay
him the 999 coins he requests. If you don’t want Tiptron then you do NOT have
to! This is completely optional and it’s not required. I did it since I felt
pity for it and I desired a replacement for Tippi since Mario and the others
probably need something to take her place. However, Tippi can never be
replaced and I hope you’ll miss her too just like me: - -
-.

Sammer Guy Showdown:

After completing the game itself, you can return to Sammer’s kingdom and face
off against his 100 Sammer Guys. I recommend leveling at least up to 37 like
myself to be able to complete this long and exhaustive side quest. Defeating
all of them will reward you 7 special cards. Also keep note that you must
strike the STAR BLOCK at the end of each set of 20-25 to proceed to the next
chapter and face against the next set. Good luck!

Catch Cards:

Even though I haven’t mentioned this in the guide thus far, you can use CATCH
CARDS OR CATCH CARD SP to obtain several monster cards. I do mention how to
obtain some monster cards in the walkthrough such as the GOOMBA CARD in CHAPTER
1-1. If you have a CATCH CARD in possession and do not have an explicit
monster card on it, you can use the card to catch the foe’s soul and engrave/or
insert it into the card. I don’t recommend doing this as a result of the
stress and a lot of hard committed work. Best wishes!




(A4.2) Thoreau: *MANDATORY*

Location: Yold Town-(underground)

Description: Thoreau, the hand-looking pixl allows you to pick up and
throw things with mighty force. He was sequestered in a chest for 1,500 years
and was-(or will be) released. According to Tippi, Thoreau may sound
upper-class but he is not afraid to get his hands dirty and help the Hero. See
Quick Tutorial in the walkthrough for more info.

(A4.3) Boomer: *MANDATORY*

Location: Gloam Valley

Description: Boomer, the blue bomb-looking pixl, can help you destroy
and blow up things in general. He can be used to inflict serious damage so use
him often if you need to. Boomer, according to Tippi, is more than happy to
obliterate anything for the legendary hero. See Quick Tutorial in walkthrough
for more info.

(A4.4) Slim: *MANDATORY*

Location: Merlee’s Mansion

Description: Slim, the triangular-shaped pixl excels at moving you
sideways so that you can bypass obstacles and avoid damage from enemies. You
become paper-thin to the point that no one or nothing can see you. He was
guarded by Merlee Mansion’s masters so that the Hero can acquire him and
proceed further into the quest. According to Tippi, he loves excitement and is
happy to travel with the legendary Hero. See Quick Tutorial in the walkthrough
for more info.

(A4.5) Thudley: *MANDATORY*

Location: Tile Pool

Description: Thudley, the burly ground-pounding pixl gives you the
ability to ground-pound enemies and inflict serious damage-(double). You can
use Thudley to interface with hard materials that can’t move easily such as
poles and boulders. Thudley, according to Tippi, is an ex-wrestler and an
expert on all girthy things. See Quick Tutorial in the walkthrough for more
info.

(A4.6) Carrie: *MANDATORY*

Location: Francis’ Fortress-(underground)

Description: Carrie, the perpendicular-looking pixl, can assist you in
hovering over spiky traps or over water and quicksand. Like Slim, Carrie can
help you bypass traps but can help you move slightly faster. According to
Tippi, Carrie enjoys to have the same feelings for the other person to avoid
conflict and remain on the same wavelength. See Quick Tutorial in walkthrough
for more info.

Fleep: *MANDATORY*

Location: Planet Blobule

Description: Fleep, the rectangle–shaped pixl can be used to flip the
fabric of space and confuse enemies. Fleep was stranded on Planet Blobule in a
restroom without paper waiting for the hero to arrive. See Quick Tutorial in
walkthrough for more info.

(A4.8) Cudge: *MANDATORY*

Location: Gap of Crag

Description: Cudge, the hammer-looking pixl can help you smash things
into oblivion with mighty and potent force. He is my favorite pixl and
contributes to fighting enemies efficiently and destroying huge objects such as
a gigantic yellow block. According to Tippi, Cudge is very enthusiastic about
hammering things into oblivion. Cudge was stored in the sky monument in the
Gap of Crag and is happy to free assisting the legendary heroes. See Quick
Tutorial in walkthrough for more info.




Super Paper Mario: FAQ/Walkthrough by juancarlos321
Last Updated 2007-08-03 View/Download Original File
Hosted by GameFAQs
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