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