GameFAQS Juancarlos Manon Super Paper Mario June 11, 2007 to June 27, 2007 FAQ on Super Paper Mario ***************************************************************** Copyright 2007 J.C. Productions, Inc. All rights reserved. PLEASE NOTE: If you’re seeking for a particular section of my FAQ, refer to the TABLE OF CONTENTS, identify the letter/number-(A1, A2, etc.), and click CTRL and F to type it into the search browser. Please remember to include parenthesis along with your search. Finally, when you send me questions or advice at my e-mail address for my FAQ, I will consider them and most likely post your questions as well as my answer. Your advice will help me update this guide and improve it and I want YOU to be a part of that. This, thus far, is my second update for this guide. If you have never read my FAQ/Walkthrough before, now is one of the BEST times to do so. - Juancarlos Manon ****************************************************************** TABLE OF CONTENTS: I Introduction…………………………………………………………………………………… (A1) II Characters……………………………………………………………………………………… (A2) III Basic/Main Controls…………………………………………………………… (A3) IV Pixls…………………………………………………………………………………………………… (A4) *Tippi…………………………………………………………………………………………………… (A4.1) *Thoreau……………………………………………………………………………………………… (A4.2) *Boomer………………………………………………………………………………………………… (A4.3) *Slim……………………………………………………………………………………………………… (A4.4) *Thudley……………………………………………………………………………………………… (A4.5) *Carrie………………………………………………………………………………………………… (A4.6) *Fleep…………………………………………………………………………………………………… (A4.7) *Cudge…………………………………………………………………………………………………… (A4.8) *Dottie………………………………………………………………………………………………… (A4.9) *Barry………………………………………………………………………………………………………… (A4.10) *Dashell…………………………………………………………………………………………………… (A4.11) *Piccolo…………………………………………………………………………………………………… (A4.12) V Items/Effect/Price…………………………………………………………………… (A5) VI Copyright and Contact Information………………………… (A6) VII FAQ Walkthrough……………………………………………………………………… (B1) Mario’s House………………………………………………………………………………… (B2) Bowser’s Castle…………………………………………………………………………… (B3) Flipside……………………………………………………………………………………………… (B4) CHAPTER 1-1……………………………………………………………………………………… (C1) CHAPTER 1-2……………………………………………………………………………………… (C2) CHAPTER 1-3……………………………………………………………………………………… (C3) CHAPTER 1-4……………………………………………………………………………………… (C4) Castle Bleck…………………………………………………………………………………… (D1) Flipside……………………………………………………………………………………………… (D2) CHAPTER 2-1……………………………………………………………………………………… (E1) CHAPTER 2-2……………………………………………………………………………………… (E2) CHAPTER 2-3……………………………………………………………………………………… (E3) CHAPTER 2-4……………………………………………………………………………………… (E4) Castle Bleck…………………………………………………………………………………… (F1) Flipside……………………………………………………………………………………………… (F2) CHAPTER 3-1……………………………………………………………………………………… (G1) CHAPTER 3-2……………………………………………………………………………………… (G2) CHAPTER 3-3……………………………………………………………………………………… (G3) CHAPTER 3-4……………………………………………………………………………………… (G4) Castle Bleck…………………………………………………………………………………… (H1) Flipside……………………………………………………………………………………………… (H2) CHAPTER 4-1……………………………………………………………………………………… (I1) Flipside……………………………………………………………………………………………… (I2) CHAPTER 4-1……………………………………………………………………………………… (I3) CHAPTER 4-2……………………………………………………………………………………… (I4) CHAPTER 4-3……………………………………………………………………………………… (I5) CHAPTER 4-4……………………………………………………………………………………… (I6) Castle Bleck…………………………………………………………………………………… (J1) Flipside……………………………………………………………………………………………… (J2) Mirror Hall……………………………………………………………………………………… (J3) Flopside……………………………………………………………………………………………… (J4) Flipside……………………………………………………………………………………………… (J5) CHAPTER 5-1……………………………………………………………………………………… (K1) CHAPTER 5-2……………………………………………………………………………………… (K2) CHAPTER 5-3……………………………………………………………………………………… (K3) CHAPTER 5-4……………………………………………………………………………………… (K4) Castle Bleck…………………………………………………………………………………… (L1) Flipside……………………………………………………………………………………………… (L2) Flopside……………………………………………………………………………………………… (L3) Flipside……………………………………………………………………………………………… (L4) CHAPTER 6-1……………………………………………………………………………………… (M1) CHAPTER 6-2……………………………………………………………………………………… (M2) Flipside……………………………………………………………………………………………… (M3) CHAPTER 6-1……………………………………………………………………………………… (M4) Castle Bleck…………………………………………………………………………………… (N1) Flipside……………………………………………………………………………………………… (N2) The Underwhere……………………………………………………………………………… (O1) Flipside……………………………………………………………………………………………… (P1) Flopside……………………………………………………………………………………………… (P2) Flipside……………………………………………………………………………………………… (P3) CHAPTER 7-1……………………………………………………………………………………… (Q1) CHAPTER 7-2……………………………………………………………………………………… (Q2) CHAPTER 7-3……………………………………………………………………………………… (Q3) CHAPTER 7-4……………………………………………………………………………………… (Q4) Castle Bleck…………………………………………………………………………………… (R1) Flipside……………………………………………………………………………………………… (R2) Flopside……………………………………………………………………………………………… (R3) CHAPTER 8-1……………………………………………………………………………………… (S1) CHAPTER 8-2……………………………………………………………………………………… (S2) CHAPTER 8-3……………………………………………………………………………………… (S3) CHAPTER 8-4……………………………………………………………………………………… (S4) Flipside……………………………………………………………………………………………… (T1) VIII Side Quests………………………………………………………………………… (U1) VIV Version History………………………………………………………………… (V1) X Credits…………………………………………………………………………………………… (W1) XI Final Copyright/Final Comment……………………………… (X1) Introduction: 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) Characters: 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. Bestovious: 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. 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. Either or, he is a nice character and I think you’ll get accustomed to his behavior. 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 Jades: the queen of a place called the Underwhere, where those whose games are over are sent to. Queen Jades has an intimidating appearance since she is tall and has imperious capabilities. Queen Jades wears a a crown and dark purple cloths such as a cloak pr 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 first-(actually second) Pure Heart 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: 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. He can be a tough boss to beat but it’s doable with the power of all eight Pure Hearts. 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 1+2 Buttons pressed simultaneously: Displays the quick menu; do this quickly-(LOL!) 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) Pixls 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*. Thank you. (A4.1) Tippi: *MANDATORY* Location: Bowser’s Castle Description: Tippi is a female butterfly-looking pixl which can be used to reveal hidden things and learn more about them. Tippi is the very first pixl you acquire and she can be used by simply pointing the Wii remote at the screen and then pressing A to examine the object/thing/or person when the remote lightly rumbles. Overall, she has some kind of a connection to Count Bleck and she plays a major role in this game. (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. (A4.9) Dottie: *MANDATORY* Location: Floro Caverns Description: Dottie, the shrinking-prickly pixl can be used to shrink yourself to the size of a flea, an ant, or anything small just not a cell or an atom’s size. Dottie is useful for possibly not getting you noticed and she’s useful for helping you reach places you can’t access in your normal size. Dottie slept at the bottom of the Floro Caverns according to Tippi and she is sad that the power of the Ancients is or was used to destroy the worlds. See Quick Tutorial in the walkthrough for more info. (A4.10) Barry: *OPTIONAL* Location: The Bitlands Description: Barry, the prickly-looking pixl creates an indestructible/impenetrable barrier around you so that you can defend against enemy attacks and counter attack them. According to Tippi, Barry became tired of resting and roamed the Bitlands before encountering Mario. He is embarrassed and ashamed that he didn’t realize Mario was the legendary hero. See Quick Tutorial in walkthrough for more info. (A4.11) Dashell: *OPTIONAL* Location: Room 100 of the Flipside Pit of 100 trials Description: Dashell, the dashing and sprinting pixl allows you to run or should I say dash to advance to your destination in a shorter amount of time. It is a fact that Dashell was spending his time in the last room-(Room 100) of the Flipside Pit of 100 trials. According to Dashell and Tippi, Dashell strongly believes that life is a sprint not a marathon. I don’t really know what that means but it does have a unique message, definitely. See Side Quests section for more info. (A4.12) Piccolo: *OPTIONAL* Location: House in Flopside Description: Piccolo, the musical pixl plays music based on who and what’s around. Piccolo is useful for curing curses and inabilities. Piccolo can add sounds to your jumps and other things. Experiment and have fun! See Side Quests section for more info. This finally concludes the Pixl section. Thank you for reading. (A5) Items/Effect/Price 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. Thank you. SHROOM SHAKE: Effect: replenishes 10 HP and cures poison Price: 30 coins ………………………………………………………………………………………………………………………………………… LONG-LAST SHAKE: Effect: regenerates HP over a period of time Price: 30 coins …………………………………………………………………………………………………………………………………………… LIFE SHROOM: 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 Price: 100 coins ………………………………………………………………………………………………………………………………………… FIRE BURST: Effect: inflicts enemies with fiery flames Price: 20 coins …………………………………………………………………………………………………………………………………………… ICE STORM: Effect: inflicts foes with chilly fragments of ice Price: 40 coins …………………………………………………………………………………………………………………………………………… SLEEPY SHEEP: Effect: causes opponents to fall asleep for a brief time Price: 10 coins …………………………………………………………………………………………………………………………………………… COURAGE SHELL: Effect: halves the amount of damage you take for a brief time Price: 10 coins …………………………………………………………………………………………………………………………………………… SHELL SHOCK: Effect: inflicts damage on enemies when you strike the shell Price: 20 coins …………………………………………………………………………………………………………………………………………… STAR MEDAL: Effect: awards you 1,000 points to your overall score upon purchase Price: 50 coins …………………………………………………………………………………………………………………………………………… GOLD BAR: Effect: awards you 100 coins to your overall amount upon purchase PLEASE NOTE: The ABOVE items can be purchased and obtained at Howzit’s Items Shop located in FLIPSIDE. ………………………………………………………………………………………………………………………………………… SUPER SHROOM SHAKE: Effect: replenishes 20 HP and cures poison Price: 80 coins …………………………………………………………………………………………………………………………………………… ULTRA SHROOM SHAKE: Effect: replenishes 50 coins and cures poison Price: 300 coins …………………………………………………………………………………………………………………………………………… THUNDER RAGE: Effect: inflicts foes with potent and penetrating lightning Price: 80 coins …………………………………………………………………………………………………………………………………………… STOP WATCH: Effect: an odd watch that freezes time for enemies, leaving them immobile and frozen for a brief timeframe. Price: 50 coins ………………………………………………………………………………………………………………………………………………… MIGHTY TONIC: Effect: a burly beverage that for a time doubles your attack power Price: 70 coins ………………………………………………………………………………………………………………………………………………… VOLT SHROOM: Effect: briefly paralyzes foes you come in contact with Price: 30 coins ……………………………………………………………………………………………………………………………………………… BLOCK BLOCK Effect: creates an impenetrable barrier around you, making you invincible for a brief time. Price: 50 coins …………………………………………………………………………………………………………………………………………… GHOST SHROOM: Effect: calls forth a potent shroom to attack and defeat nearby enemies Price: 88 coins …………………………………………………………………………………………………………………………………………… GOLD MEDAL: Effect: awards you 10, 000 points to your overall score upon purchase Price: 500 coins ……………………………………………………………………………………………………………………………………………… GOLD BAR X 3: Effect: awards you 300 coins to your overall amount upon purchase 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: Effect: inflicts enemies with a potent quake on the ground Price: 80 coins ……………………………………………………………………………………………………………………………………………………… MYSTERY BOX: Effect: it’s a surprise! Price: 3 coins ……………………………………………………………………………………………………………………………………………………… PRIMORDIAL FRUIT: Effect: replenishes 10 HP and cures poison Price: 22 coins ……………………………………………………………………………………………………………………………………………………… (A6) Contact and Copyright Information You are more than welcome to send me e-mails regarding questions, decent comments, and concerns regarding my guide at my e-mail address: juancarlos_manon@yahoo.com. 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 not, 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 . You SHOULD say “Super Paper Mario” in the e-mail message . You MUST write discretely and politely or I won’t read your message . Include/insert your name or a code name to address you by . Send your message between the hours of 9:00 A.M. and 6:00 P.M. 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 appropriately 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 Heart Pillar 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 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. 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 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. I’ll be updating you on what you should have on your characters so follow along into Mount Lineland. 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 71 coins when I entered the shop you should have 29 or 30 coins left. Exit the shop to find a coin block containing a MUSHROOM inside. Take it if necessary and 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 pixl shaped like a hand. 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. 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 red palm tree 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 Grabbing you and tossing you all over the screen Ordinary jumps 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 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 regardless that the game does not say it. 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: CHAPTER BOSS: FRACKTAIL HP: 18 ATTACK: 1 ATTACKS: Charging at you Fierce Bite Head attack BATTLE METHOD: Okay, he’s actually pretty simple. 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 these paragraph and you should be fine. Good luck! After winning this amazing battle, Fracktail will apologize for his error, wishes you the best in saving the world, and disturbingly, his body deteriorates into bones showing his skeleton. What a sad, sad, thing. Anyway, enter the newly formed door that appears. Walk down the steps and wait a second for Merlumina to appear. She explains how she has wanted to give you the Pure Heart for 1, 500 years. How patient are they!? After some chatting, she’ll hand you the Pure Heart we have been thriving for. End this Chapter. Well done!!! YOU GOT A PURE HEART!!! (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. 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: 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 wan to purchase the following recommended items, 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 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. 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 strike the STAR BLOCK to finally end this chapter. (E2) CHAPTER 2-2: TRICKS, TREATS, TRAPS 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. 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! 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 There is still no sign of Merlee, hmm. Anyway, now that we’re in the mansion’s interior, things begin to get harder. When you start, head a bit to you right to find a coin block with a vase on top. Hit the block to cause the vase to fall and break. Mimi then appears whining how she loved that vase more than anything and how we are going to spend our time paying the debt off until we have accumulated 1,000,000 Rubees, a currency we do not have. See how annoying she is and she did that on purpose just to have us stay here for an eternity. Well to relieve ourselves from the stress, we will NEVER be here forever. With my FAQ at your side, this is literally a piece of cake. Let’s get started! The significant pass code to solve our problem in this chapter is: 41262816!!! Now that we have the pass code for the safe, we need two more things. Firstly, go up one level to a gap you can’t cross by regular jumping. Use Peach to cross the gap and then switch back to Mario to discover that you can proceed further down in 3-D! Open the large chest to find your next pixl… Slim! YOU ACQUIRED SLIM!!! Quick Tutorial: Slim, the triangular-shaped pixl is able to turn you sideways so that you can pass obstacles or even avoid enemies. To use Slim, press 1 to turn sideways and fit through paper-thin gaps. You can also turn sideways and wait to for enemies are bosses to pass you easily. Remember to always stay completely still so that you don’t take damage. Have fun! After taking Slim, flip past the wall, jump all the way down to the first floor, jump up to the first brown ledge on the right and flip. Switch to Boomer, to bomb the brick blocks blocking the way to a good item. Enter the hole, open the chest, and take the BOO CARD. Okay, our work is done basically. Head to the VIP generator room-(the room that requires the pass code) and then flip to proceed further down the hall. Hit the brick block to form a white ladder going UP. Climb up. Head to the right where you will encounter some pink lasers. Go towards them and when they’re about to touch you; press 1 with Slim to let them pass you but stay STILL! Once you’ve passed the only two sets of lasers type in the pass code: 41262816 to obtain the 1,000,000 Rubees we need. Now that we have the amount that we need, we need to go to the bank. Pass the two sets of lasers again via Slim’s unique ability, flip to pass the wall blocking your way, and enter the door on the first floor that is to the all the way to the RIGHT of where we started this chapter; in here, save your progress, and hand the 1,000,000 Rubees to Mimi. Doing so will have her frustrated and upset at the fact that you actually paid the debt off and she disappears. Our STAR BLOCK appears in a jail cell and we have to use Slim to get to it. Flip first to 3-D, jump over the table, press 1 while having Slim and enter the cell via the paper-thin bars. Hit the STAR BLOCK to finally end this annoying chapter. (E4) CHAPTER 2-4: THE BASEMENT FACE-OFF 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! Enter the Ladies’ restroom after saving your progress. In here, examine or press UP on the third stall from the left to find Merlee emerge from the toilet. After the reunification with the real Merlee, Mimi appears and clones herself to look like Merlee’s identical twin. They bicker about who’s the real and the fake one and they finally decide to let the decision be made by Mario. You’ll start a show called “That’s My Merlee!” You will have to ask both of them a series of 5-(five) questions to identify who is the real Merlee. After the five questions, you will be asked who the REAL Merlee is. Your final judgment should be based who’s cleaner since the real Merlee came out of a toilet. The Merlee to the LEFT or the one with fly encircling Merlee is the true and real Merlee. Mimi transforms herself back to “normal”, Merlee leaves the scenery cheering from outside, and the battle begins! See below for Quick Tutorial. CHAPTER BOSS: MIMI HP: 36 ATTACK: 1 ATTACKS: Hang from the ceiling and throw Rubees at you Throw Rubees in general Summon and throw a row of Rubees at you BATTLE METHODS: Mimi isn’t too hard to beat actually. You need to attach her head when you have the chance to. After several hits, she’ll become drowsy and that’s when you should jump on her head or use Boomer. You can also attack her by using Thoreau to pick up the Rubees she drops and then throwing them back at her. After causing serious damage, she’ll move on to a deadly tactic, summoning a wide row of Rubees and launching them toward you. You can easily avoid this by flipping or by using Slim to turn sideways and bypass the attacks; or if you are playing with Peach, you can just press and hold DOWN to use Peach’s umbrella to avoid damage from ANY attack. Good luck! After that battle, Mimi insults and disappears back to Count Bleck. Merlee will tell you about the goodness about the Light Prognosticus and how the ancients have protected the Pure Heart for 1, 500 years. She also tells the significance of finding the two other heroes so that the “heart of chaos” can be beaten. Merlee suggests that the two other heroes might be known to you already. Then, we receive the Pure Heart we have been waiting for. Great job everyone! YOU GOT A PURE HEART!!! Three Pure Hearts down and five more to go! (F1) Castle Bleck: Back at Bleck Castle, Natasha reports to Count Bleck of Mimi’s failure. Bleck realized that the descendants of the ancient tribe, or Mario’s group, are becoming stronger. O’ Chunks then appears begging the Count for a second chance of revenge against Mario. Instead he summons Dimentio to dispatch our hero. Natasha then departs to deal with those who are still resisting Bleck. Luigi awakens, attempting to regain his memory. Two Goombas then appear who convince Luigi into creating “a path” out of Bleck Castle and evacuating those who are still resisting Bleck’s rule. He gives in to “The Great Luigi” reference and we gain control of Luigi. Using Luigi, head to the left where you can enter a door. Follow the Goombas to the LEFT, down the stairs, and into the door at the bottom. In this room, continue following the Goombas to the left and enter this door. In this long hallway, just head all the way to the left, and when you’re too far from your two buddies, they’ll request that you wait for them and they’ll catch up with you. When they do, you will reach a dead end and that’s when Natasha will appear and possess “Gary,” one of your Goomba friends. The other Goomba does not get possessed since he swears his loyalty to Count Bleck. Afterwards, Luigi calls him a traitor, Natasha orders her minions-(Bleck’s) to hold Luigi down and quote: “Get his priorities back on track.” (F2) Flipside: Read the strange dialogue again between two lovers-(Blumiere and Timpani) and then you will emerge from the orange dimensional door into Flipside. Mario and Peach report their success on retrieving the Pure Heart and the dimensional Void in the sky develops to a larger state of size. Merlon tells you something vital about the Light Prognosticus while he was reading. I don’t really understand it, but it’s not too important. He leaves leaving you to wonder of what it means to define or choose what the prophecy means. Well, it’s time to find the next Hear Pillar. Leave by the elevator and enter the second floor. As soon as you exit the elevator, flip to 3-D and yet again, enter the outskirts via the open gate. Cross the path to the outskirts in 3-D and enter the green pipe. On the first floor of the outskirts, continue left, defeating the Squigs. At the end you should see a pipe covered with red-orange brick blocks, making it inaccessible. Use Boomer to place with over the bricks and detonate with 1 to destroy the bricks. Enter. Defeat the Sproing-Oing here and continue all the way to the right to reach a dead end. Flip, use Slim to fit into the paper-thin-like gap in the wall, and place the Pure Heart into the pillar. This will cause a YELLOW dimensional door to appear on Flipside Tower. Please note that you should be on B1 Flipside Outskirts. Anyway, exit the area with the pillar with Slim, continue LEFT-(all the way) and enter the pipe going UP. Head right, defeat the Squigs again and enter the green pipe going UP as well. Leave the Outskirts and enter the inn to heal if necessary. After that nice rest, stock up in the item shop if you need anything, save your progress, and enter the elevator going to Flipside Tower when ready. Once there, enter the YELLOW dimensional door to your next world. (G1) CHAPTER 3-1: WHEN GEEKS ATTACK The next world, the Bitlands, is nicely drawn and our heroes emerge from the yellow door. Wait… Tippi gets abducted!! A strange chameleon appears wearing a mushroom T-shirt and glasses. It looks a bit nerdy if you ask me. It seems as if this fellow likes Grodus Chronicles, butterflies, and “high-technical” things. He disappears and leaves Mario in total shock. A pixl begins to speak after Francis, the chameleon, departs. After this cut scene, approach the bush the pixl was speaking from and press UP when you can. He’ll appear to you and gives you three vital tips I will take note of in the subsequent paragraph. YOU LOST TIPPI!!! The 3-(three) tips are one, Destroy the RED X MARK and maybe something good will happen for you, two, attack the sea creature’s RED FLIPPER THING-(tentacle), and three, seek the RED WIND and ride it to cross the large gorge. Afterwards, the pixl will not be joining you yet, and he’ll reenter the bush. Head RIGHT past the bush to come across two blocks. Strike them both to receive only one coin, and jump over the gap. Hit another coin block, jump on top of the block, and land on the highest platform the green Koopa Troopas are standing on. Defeat the one on top and kick its shell to send it ramming into the other koopas. Still on the highest ledge, defeat the piranha plant with Boomer and jump off that pipe. Hit the two brick blocks and flip to find a yellow block you can hit to reach the top of the tall green pipe. Once atop, hit the block to reveal a ladder. Climb up and enter the door at the top. Head a bit to your right and strike the block to receive the item of glory, the MEGA STAR. Defeat all of your enemies and enter the door at the end. When you arrive, a green Koopa gets startled, hits the block and takes the MEGA STAR! Don’t panic! Just head to your left away from the Koopa since he won’t be that fast and hit the block for a MEGA STAR. Take it and defeat the perilous Koopa with the MEGA STAR; afterwards, head all the way to your right, defeating the Koopas if you want and hit the blue switch at the end causing a ledge to appear under the door. When you’re ready to head back, read the sign saying something backwards but I’ll do the work and “translate” since I want you to have fun. “It states: The red pipes fall in between.” In other words, it’s telling you to fall in between a set of red pipes. This is information is key so take a note of it. Leave the area via the door we entered from. Here, head all the way to the LEFT literally until you encounter a moving yellow platform you can ride to the other side. Do so. On the other side, defeat the piranha plan and the Sproing-Oing, use Peach to float to the green pipe above using her umbrella and enter the pipe to appear in the background. Head all the way to the right until you acquire a CATCH CARD SP. Return to the left and enter the pipe. Use the yellow mobile platform to reach the other side and finally enter the door to our main area. I recommend falling off the ledge since it’s faster than descending the ladder. Save your game once on the ground again and continue to the right. You will see some red pipes so fall into the gap in between them. Underground, defeat the grayish-looking clouds and hit the blocks to obtain PAL PILLS and several coins. Jump over the blocks and the obstacles to find a coin block. Hit it to receive several coins and continue a bit to the right. When you reach indestructible blue blocks with coins surrounding them, flip to 3-D and get on top of the platform and then flip back to collect them. Jump off and go to the right. Defeat the three piranha plants and the Goomba to continue to the right. Flip when you reach a set of indestructible blocks and enter the green pipe. Here, if you flip, you can hit these yellow platforms to access the coin blocks above. Collect the five coins and the SUPER SHROOM and then exit through the green pipe. You’ll then have to pass this puzzle of moving yellow platforms. Just jump on the following ones that are rising and continue until you reach. However, in some cases, you will have a break in between your jumping so that you can get coins and even goodies. For example on the first break I received a MUSHROOM by hitting the blocks in between. Although these weren’t too hard and since there was only one “break,” forgive me for making it sound like it was too rigorous to pass this obstacle. Enter the pipe at the end of this obstacle. Defeat these strange Koopa-like monsters as soon as possible to avoid damage because you have a mini-boss battle approaching. After passing these rather challenging Koopas, jump to the top of a set of indestructible brown blocks, save your game, and continue headway to the right. You will encounter more of these challenging Koopas but just jump under the coin blocks to immobilize and defeat them by kicking them; continue to the right to be stopped by the same Koopa-like creatures we’ve been defeating. He demands you to stop because it’s Bowser’s Castle and that he does not like chumps like us quote, “geekin” up the place. He summons a backup team to begin attacking. Defeat as many as you can and continue battling-(don’t lose too much HP) to the right until you reach a castle with a red “X” mark. Set Boomer there to detonate and destroy the entire castle. Bowser then appears, separates him from Peach, and wants a personal one-on-one battle. Let’s give it to him! See below for Quick Tutorial. MINI-BOSS: BOWSER HP: 20 ATTACK: 2-3 ATTACKS: Stomping on you Ground-pounding on you Using his fiery breath 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! 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 It is relevant that Francis’ lair was 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 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. 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: 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 Our heroes appear and Bowser says that this must be the pace 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! 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! 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 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: 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. 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 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: 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. Now we can access and explore the green door as well as 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 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 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 appropriate 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 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. 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, 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: 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, 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. There are four on the right side and four on the left side. Go to the left side first and hit the four-(red, orange, yellow, green) switches from RIGHT TO LEFT. In other words, hit green, yellow, orange, and red in this sequence. Successfully doing so will cause the center window to break. Go to it, flip to 3-D and head up to enter the door at the end. (J4) Flopside: 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 had 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, 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 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 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 rest of the Muths and at the end, you’ll encounter another set of 3-(three) blocks. Please strike them in this explicit order: M, R, L, L, R, M, R, L, R, R, M, R, R, L, M, M, L, L, L, R, L, L, L, M, M. Please remember that “M” is abbreviated for middle, “R” is abbreviated for right, and “L” is abbreviated for left. A special thank you to King_Gamer2828 for this prominent info. Thanks! Enter the pipe that emerges from the ground to enter the background. Once there, move to the RIGHT, not left, past the wall, to the other side. Enter the green pipe that you see. Head up the stone platforms and hit the STAR BLOCK to end this chapter. Good work. (K2) CHAPTER 5-2: PIXLS, TABLETS, AND CRAG Well, when we enter Tippi says that we’ve caught up with quote, “the fiends.” If you take a close look, we aren’t even close to them! Either way, let’s continue our pursuit for the Pure Heart and for the kidnapped Crags. Head to the right and I almost forgot we are in the Gap of Crag. Defeat the Pokeys or Pokies-(whichever is the correct use of grammar), defeat the enemies such as the piranha plants and continue to the right. Afterwards, you’ll encounter a lake and a yellow mobile platform. Don’t you miss them? Ride the yellow platform to the other side and enter the door at the end. Watch the cut scene of the Floro Sapiens entering a green pipe and then blocking access by covering the pipe with a huge yellow block. Oh, well. Defeat the Putrid Piranha to your left and then head to the right. Defeat the Clubba, climb or ascend the stone platforms and then the set of indestructible brown blocks. Afterwards, you will reach the highest stone platform with… nothing on it!? Hit the invisible block in the center to reveal a ladder going up. When you cannot go any higher on the ladder, flip to 3-D and jump to the left in 3-D to land on a platform with 3-(three) stone depressions. Our goal this chapter is to return here and place the three WATER, FIRE, and STONE stones from left to right. Remember this location and descend the ladder and the platforms all the way down. Once down there, head all the way to the right to find a Save block. Save your progress and return a little to the left to find a door. Enter. Here, move to the right to be intercepted by our next mini-boss. As you can tell from the language, it’s O’ Chunks. O’ Chunks wishes to have a rematch from the previous battle with us he refers to as a “tie.” Dimentio shockingly appears and stops by to aid O’ Chunks in his battle by converting the area to Dimension D, a so called area that makes your opponent REALLY potent. Remain calm this is not true. After the cut scene and the showdown conversation, it’s time to fight. MINI-BOSS: O’ CHUNKS: HP: 40 ATTACK: 2 ATTACKS: Grasping you and throwing across the screen Ground-pound Throwing a dimension D block at you BATTLE METHOD(S): This battle is mostly the same as last time except with more HP, more experience, and more options. The key is to grab him via Thoreau’s grasping ability and hurling him to then jump or attack with fire breath to inflict damage. I recommend using Thudley to ground-pound him when you have the chance and then use Barry when you’re about to take damage. Use Boomer when O’ Chunks is near you to also inflict major damage. Finally you can use Fleep’s flipping ability to confuse O’ Chunks and then inflict damage during this crucial opportunity. Dodge his jumps and his twirling attack by flipping to 3-D or by using Peach’s umbrella to maintain optimum HP and increase your chances of being victorious. Overall, this battle, on a scale of 1 to 10, is a 6.5. Once you win this silly battle experience, O’ Chunks whines about how he can’t show his face to the Count as a result of his failures. Dimentio appears subsequently and explains to O’ Chunks that before ending his game he should try he created. O’ Chunks concurs since this will aid Count Bleck’s ideals and that he won’t end his game just yet. Continue to the right and defeat the camouflaged Stone Buzzy by jumping on top of its shell 3-(three) times. Once you “can’t” proceed further as a result of a rectangular stone platform being in your way, flip to 3-D to reveal something intriguing. The large stone tablet seems to be sculpture of Yoshi; pretty cool right? Still in 3-D, go around it a few times to cause one of the vital stone tablets to form on Yoshi’s nose. To acquire it, jump onto the tail of Yoshi, leap to the right onto the head, and then leap to the nose where the tablet rests. Successfully doing so will give you the STONE TABLET. This is one of the three tablets we require to pass this chapter. If you want, defeat the remaining Stone Buzzies visible only in 3-D and exit this area via the door on the left, or the door we used to get in. To justify myself, you should be in the area with the Save block. Back in this area, head to the left and the first two stone platforms leading up to the three stone depressions where we’re going to place the three stone tablets. Once there, switch to Peach and use her umbrella to float across to a green pipe. Enter to be transferred to the background. Climb the small ledges to the left and enter the mountain at the top by literally jumping into it. In here, flip to find several coins. Take them, flip back to 2-D, leave via the yellow platform, and exit the background via the green pipe you used before. Once you return from your transfer, head all the way to the left, past the door you used to enter this area and at the end, you’ll see a door in mid-air. Below it there will be four-(4) indestructible brown blocks stacked on top of each other. Flip to 3-D and you will find a blue switch. You cannot activate it in its current state since it’s only activated in 2-D. Ground-pound the blocks to the right of this screen and flip back to 2-D to hit it. Afterwards, hit the block to create stone platforms leading to the door in mid-air. Enter. In this brand new area, defeat the Stone Buzzies and the Pokies and then head back to the right below the stone platform clue in mid-air. There is a space rift that needs to be interfaced with Fleep in order to reveal a blue switch. Flip it using Fleep and hit the switch revealed. If you examine the picture drawn you will notice that we already acquired this tablet at the Yoshi sculpture. Continue headway towards the right and then flip to reveal several coin blocks. Hit them and take SLOW FLOWER, MUSHROOM, FAST LOWER, HAPPY FLOWER, PAL PILLS, coins, and defeat the GHOUL SHROOM. After your fun, it’s time to get back to business. Flip back to 2-D to replenish your Flip Gauge and when you’re ready, flip yet again back to 3-D and move to the beginning of the blocks you hit. There should be a path to the left of the screen that you can access so enter and follow that path down to a lower level. Once there, switch to Bowser, and continue to the right. You’ll encounter a black rock that can be lit with fire. Use Bowser’s fire breath next to it to illuminate and fire it to reveal the next tablet. Take and acquire the FIRE TABLET. This leaves one tablet to find ladies and gentlemen. Leave this entire area by first, flipping back to 3-D, following the path you used to reach the lower level, and exiting the door to the left of this area. Once you return to this area, head to the right and enter the first door you see, in between two green pipes. In this previous area, head to the left and dive into the lake and descend to the very bottom to discover a chest. Open it to acquire the next and last tablet, the WATER TABLET. Flip afterwards to find two blocks containing one coin each. Jump up into the lake which might take a few attempts and enter the door you came from to the right. Recall the area where 3-(three) stone depressions are? That’s where we need to go. Head to the right, ascend the stone platforms, ascend the set of indestructible brown blocks, and flip again to reach the three depressions. Insert the three tablets in this order from LEFT TO RIGHT: STONE TABLET, WATER TABLET, and FIRE TABLET. Successfully completing this task will cause our next pixl to appear… Cudge! Agree to speak to him by choosing “Fine!” Afterwards, after a little chit-chat, he wants a cool nickname so enter your favorite word. I entered “Icecream” but that’s just me. He’ll scream the word out to the whole world and he joins our party. YOU ACQUIRED CUDGE!!! Quick Tutorial: Cudge, the hammer-looking pixl is very useful in terms of strength and combat. Using his mighty hammer by pressing 1, you can eliminate large blocks and inflict major damage to enemies. He’s my favorite pixl to be honest since I like his color and his capabilities. He has a brown and pinkish like color that with a square face. Please get accustomed and enjoy! After the cut scene of acquiring Cudge, jump all the way down to the bottom or use the ladder and platform method to land on the ground again. Destroy the giant yellow block the Floro Sapiens used to block the green pipe. To do so, use Cudge and press 1 next to the block to eliminate the block and enter the green pipe revealed. Inside head to the right, descend the ladder, and strike the STAR BLOCK to finally end this chapter. (K3) CHAPTER 5-3: A CRAG IN THE DARK I personally like the music in this new area, the Floro Caverns. However, now that were underground, we have to continue our search for King Croacus as well as the kidnapped Crags. Continue to the right down the ledge and climb the brown indestructible blocks to a SUPER SHROOM. Climb down and continue to the right to be stopped by a news reporter person. This news reporter introduces himself as Flint Cragley during his news broadcast. Flint explains how no person has made it out alive from the Floro Caverns and that he is willing to go down and embark on such a journey. Mario introduces himself and Flint states that he was pretending to be kidnapped to air his epic show. Long story short, he wants us to find his lost crew members so let’s do that and learn more about this bizarre place. Head to the right past Flint and enter the green pipe. Descend using the yellow mobile platforms to reach the ground. You will see a locked door we need to open with a key. Ignore it and continue by going to the right, jumping down to a pipe, and jumping again to a Save block. Save your progress and drop down to the ground. Here, use Cudge to defeat the Spiky Top and head all the way to the right to find two green pipes. Enter the shorter one in terms of height. In this new area, go to the right and defeat the monsters such as the Spania, Piranha Plants, and Buzzy Beetles. Afterwards strike the two sets of blocks containing PAL PILLS and a MUSHROOM. Once done, continue to the right. You’ll encounter more enemies such as another unique colored Piranha Plant. Hit the three brick blocks near this piranha plant to the left to find a FAST FLOWER. Don’t go roaming off with the FAST FLOWER or else you’ll probably get lost in my guide. Everything is a choice and I’ll let your personal judgment decide what’s right and wrong. Either way, search for a brick block that creates a golden ladder up. This ladder can be formed by striking the brick block in between another set of blocks past the green pipe you see after the set of blocks with the FAST FLOWER. Once you have created the ladder follow it up to a new, brief area. Jump onto the yellow platform to be transported on a fun ride to acquire coins. Take as many as you can but DO NOT fall off the platform’s edge. At the end of the ride, the yellow platform will slowly vanish and you fall. Where you land, you’ll encounter many enemies such as a Floro Sapien, Putrid Piranha, Piranha Plants, Spania Spiky Tops, and Buzzy Beetles. Please defeat ALL of them in this area by any means necessary by going left and right just defeat ALL of them in this entire area!!! After some fun with your eliminations, head to the left to find a wooden door. Please ignore it for now and enter the rather long green pipe next to the door. In this new area, flip to discover that there’s a giant yellow block. Smash it away with Cudge to enter the opening it was concealing. On the other side, continue up to find a chest. Open it to find a SHROOM SHAKE. Flip and exit this area and enter the pipe you came from. Now please enter the wooden door next to you on your left. In here is a roller coaster ride with a cart. Jump into it and initiate the ride. Did you notice a pair of red arrows pointing to an opening in the wall? Well if you didn’t, you need to sharpen your awareness and observation skills. No offense. We’ll go there after our business is done in the following area. Enter the green pipe at the end of the cart ride. Flip in here and… what the heck!? Crags that have been brainwashed by the Floro Sapiens are now our enemies. I have to warn you though, your score will drop by 100 points each time you defeat a Crag. So please don’t say I didn’t warn you because I just did. Besides your encounter with Crag enemies, this area is practically useless and pointless. I apologize and please exit via the green pipe. It’s time to finally acquire the key we’ve been striving for. Initiate the cart ride to return to the other side. Once back to the other side, flip to 3-D, and initiate the cart ride again by jumping into the cart. As soon as the cart ride begins, press and hold LEFT on the control pad or D-pad to enter the opening with the red arrows pointing to the opening. Once in there, you’ll continue in the cart ride but don’t worry about the boulders blocking access since you will just ride under them. You’ll see what I mean at the end. Enter the door at the end please. Defeat the Floro Sapien you first see and switch to Peach to cross the gap in the center. Defeat the next Floro Sapien you see after floating across and continue to the right to jump down. Speak to the cameraman crag to send him back to Flint. That was an accomplishment. He advises us to be aware and cautious of the Floro Sapiens as well as the Cragnons that are being brainwashed via these strange floro sprouts. Continue to the left and jump down to encounter more Floro Sapiens and brainwashed Crags defeat them if you wish then head to the left to ascend the ledges to a block containing a golden ladder and another block containing a ZOMBIE SHROOM. Ascend the golden ladder back up and enter the wooden door. Back in this area, initiate the cart ride back across to the other side and reenter the wooden door we came from. Okay, NOW we’re almost done with this chapter. We need to find another crew member however. Continue to the right past all the green blocks until you reach a “dead end” with indestructible brown blocks. Flip or use the yellow platform to pass them and reach an inaccessible wooden door guarded by a giant yellow block. Smash it with Cudge and enter the now accessible wooden door. In here is another cart ride only more complicated with loops and turns. Ride this cart to the other side and finally enter the wooden door at the end. In this new area, defeat the Floro Sapien with Boomer since the Floro Sapien is on a lower ledge, jump onto the indestructible block-(brown) path and continue to a “dead end.” Flip to 3-D to reveal some brick blocks you can destroy with Boomer. Set and detonate him to create a path through. Jump over the gap and continue to the final crew member, Monzo, of Flint’s broadcast team. Speak to him to send him back to Flint at the beginning of this cavern. It’s time for us to return to Flint. Exit this area and in the next room, take the cart ride to the other side and enter the wooden door. Back here, head ALL the way to the left past EVERYTHING and enter the green pipe we used a long time ago. Ascend the ledges by jumping on the green pipes and when you reach the locked door, wait until the yellow mobile platforms come down so that you can jump on them and ascend to the top. Enter the green pipe at the top. As soon as you enter, you’ll be greeted with a cut scene of Flint’s joy for you reuniting him with his fellow crew members. After this cut scene of fussing about who has the key, Flint finally gives you the CAVE KEY. They go on ahead of you into the green pipe to wait for you at the locked door. Follow them into the pipe, save your progress past the crew awaiting you to open thee door, and when you’re ready, unlock and enter the door. The crew members do not follow you into this new area. Inside this awaited area, take the cart ride to the other side and enter the wooden door. 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 As we enter deeper into the Floro Caverns, Flint entertains us with a brief news broadcast and then they run off to find something. 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 his aid. YOU ACQUIRED DOTTIE!!! Quick Tutorial: Dottie, similar to Barry, has a prickly-like shape. Dottie’s pricks are colored in blue and green. His inside 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 ATTACKS: Grasping you and throwing across the screen Ground-pound Throwing a dimension D block at you Charging at you at high speeds BATTLE METHOD(S): To be honest, this min-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: 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’s Outskirts but let’s first rest at the inn, stock up on items 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: 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 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 room with the STAR BLOCK to end this chapter. (M2) CHAPTER 6-2: THE END OF A WORLD 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: 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. 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. … … 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: 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, 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: 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 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 Jades ask you to find Luvbi so agree to finding a Nimbi called Luvbi. Queen Jades 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!!! 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 Jades 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. 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 Jades. 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 Jades 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. (P1) Flipside: 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. YOU ACQUIRED TIPPI!!! YOU ACQUIRED THOREAU!!! YOU ACQUIRED BOOMER!!! YOU ACQUIRED SLIM!!! YOU ACQUIRED CARRIE!!! YOU ACQUIRED FLEEP!!! YOU ACQUIRED CUDGE!!! YOU ACQUIRED DOTTIE!!! YOU ACQUIRED BARRY!!! Outside, please save your progress. After resting and stocking up on items, enter the blue pipe to the right of the second floor to be transferred to Flopside. (P2) Flopside: 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: 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 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 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 Jades 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 Jades” 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 ACQUIRED 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. 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 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. 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 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: 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 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 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! 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. 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 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. 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!!! 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. 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 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. 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!!! 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. LET’S END THIS NOW!!! 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. 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!!! 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. *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! VII (V1) Version History: 6/11/07: Guide was started 6/21/07: Guide is mostly complete 6/27/07: Guide is officially complete 7/15/07: Guide was updated for the first time 7/23/07: Guide was updated for the second time VIII (W1) Credits Author: Juancarlos Manon for 99.2% of this guide and its contents Mountrussmore for a portion of Bosses/Mini-bosses’ HP-(.4%) King_Gamer2828 for prominent info in CHAPTER 5-1-(.4%) Please always keep in mind that I spent bountiful amounts of time on this guide and I expect 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!