GameFAQS         Juancarlos Manon

Super Paper Mario    June 11, 2007 to June 27, 2007


                 FAQ on Super Paper Mario




*****************************************************************

Copyright 2007 J.C. Productions, Inc.  All rights reserved.

PLEASE NOTE: If you’re seeking for a particular section of my FAQ, refer to the
TABLE OF CONTENTS, identify the letter/number-(A1, A2, etc.), and click CTRL
and F to type it into the search browser.  Please remember to include
parenthesis along with your search. Finally, when you send me questions or
advice at my e-mail address for my FAQ, I will consider them and most likely
post your questions as well as my answer.  Your advice will help me update this
guide and improve it and I want YOU to be a part of that.  This, thus far, is
my second update for this guide.  If you have never read my FAQ/Walkthrough
before, now is one of the BEST times to do so.

- Juancarlos Manon
******************************************************************


TABLE OF CONTENTS:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

VI Copyright and Contact Information………………………… (A6)


VII FAQ Walkthrough……………………………………………………………………… (B1)

Mario’s House………………………………………………………………………………… (B2)

Bowser’s Castle…………………………………………………………………………… (B3)

Flipside……………………………………………………………………………………………… (B4)


CHAPTER 1-1……………………………………………………………………………………… (C1)

CHAPTER 1-2……………………………………………………………………………………… (C2)

CHAPTER 1-3……………………………………………………………………………………… (C3)

CHAPTER 1-4……………………………………………………………………………………… (C4)


Castle Bleck…………………………………………………………………………………… (D1)

Flipside……………………………………………………………………………………………… (D2)


CHAPTER 2-1……………………………………………………………………………………… (E1)

CHAPTER 2-2……………………………………………………………………………………… (E2)

CHAPTER 2-3……………………………………………………………………………………… (E3)

CHAPTER 2-4……………………………………………………………………………………… (E4)


Castle Bleck…………………………………………………………………………………… (F1)

Flipside……………………………………………………………………………………………… (F2)


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

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

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

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


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

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


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

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

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

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

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

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


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

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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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


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

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


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


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

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

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


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

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

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

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


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

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

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



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

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

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

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


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


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

  VIV Version History………………………………………………………………… (V1)

  X Credits…………………………………………………………………………………………… (W1)

  XI Final Copyright/Final Comment……………………………… (X1)



 Introduction:

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

(A2) Characters:

Mario: You should know him by now, right?  Mario, as usual, is the main
character in practically every game that has the name “Mario” in its title.
You will be playing with him often since flipping is mandatory and he is an
enjoyable character to play with.  He is the older brother of Luigi, wears blue
overalls, a red cap, and brown shoes.  Enjoy!

Luigi: Mario’s younger brother is a hilarious character who likes to help his
brother out even though he gets kidnapped at times.  He wears blue overalls, a
green cap, and like Mario, brown shoes.  His super jump ability is very useful
in the second-half of the game and you’re able to attack enemies from the
bottom if you jump meticulously.  Finally, you can reach pipes and items that
you can’t reach via ordinary jumping.  Enjoy as well!

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

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

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

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

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

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

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

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

Francis: (see below)

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

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

Mr. L: (see below)

King Croacus: (see below)

Bonechill: (see below)

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

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

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

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

CHAPTER BOSS CHARACTERS:

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

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

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

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

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

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

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

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


(A3) Basic/Main Controls:

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

* Control Pad: General movement

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

             Guard: Press and hold DOWN while using Peach.

             Fire Breath: Press and hold DOWN while using Bowser

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

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

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

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

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

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

*1 Button: Use a Pixl

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

*2 Button: Jump

           Float using Peach’s umbrella

           Confirm selection or use/select an item

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

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

- Button-(Minus): Display the controls


1+2 Buttons pressed simultaneously: Displays the quick menu; do this
quickly-(LOL!)

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

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

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


(A4) Pixls

There are a total of 12-(including Tippi) pixls in this game and the mandatory
ones are the following: Thoreau, Boomer, Slim, Thudley, Carrie, Fleep, Cudge,
and Dottie.  Optional ones which I recommend are: Barry, Dashell, and Piccolo.
Below is a brief and thorough description of each pixl in the game and of their
unique roles.  Please take note of the ones that are mandatory and optional for
they are labeled as: *MANDATORY* and *OPTIONAL*.  Thank you.

(A4.1) Tippi: *MANDATORY*

 Location: Bowser’s Castle

Description: Tippi is a female butterfly-looking pixl which can be used to
reveal hidden things and learn more about them.  Tippi is the very first pixl
you acquire and she can be used by simply pointing the Wii remote at the screen
and then pressing A to examine the object/thing/or person when the remote
lightly rumbles.  Overall, she has some kind of a connection to Count Bleck and
she plays a major role in this game.

(A4.2) Thoreau: *MANDATORY*

       Location: Yold Town-(underground)

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

(A4.3) Boomer: *MANDATORY*

       Location: Gloam Valley

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

(A4.4) Slim: *MANDATORY*

       Location: Merlee’s Mansion

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

(A4.5) Thudley: *MANDATORY*

       Location: Tile Pool

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

(A4.6) Carrie: *MANDATORY*

       Location: Francis’ Fortress-(underground)

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

 Fleep: *MANDATORY*

       Location: Planet Blobule

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

(A4.8) Cudge: *MANDATORY*

       Location: Gap of Crag

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

(A4.9) Dottie: *MANDATORY*

       Location: Floro Caverns

Description: Dottie, the shrinking-prickly pixl can be used to shrink
yourself to the size of a flea, an ant, or anything small just not a cell or an
atom’s size.  Dottie is useful for possibly not getting you noticed and she’s
useful for helping you reach places you can’t access in your normal size.
Dottie slept at the bottom of the Floro Caverns according to Tippi and she is
sad that the power of the Ancients is or was used to destroy the worlds.  See
Quick Tutorial in the walkthrough for more info.

(A4.10) Barry: *OPTIONAL*

        Location: The Bitlands

Description: Barry, the prickly-looking pixl creates an
indestructible/impenetrable barrier around you so that you can defend against
enemy attacks and counter attack them.  According to Tippi, Barry became tired
of resting and roamed the Bitlands before encountering Mario.  He is
embarrassed and ashamed that he didn’t realize Mario was the legendary hero.
See Quick Tutorial in walkthrough for more info.

(A4.11) Dashell: *OPTIONAL*

        Location: Room 100 of the Flipside Pit of 100 trials

Description: Dashell, the dashing and sprinting pixl allows you to run
or should I say dash to advance to your destination in a shorter amount of
time.  It is a fact that Dashell was spending his time in the last room-(Room
100) of the Flipside Pit of 100 trials.  According to Dashell and Tippi,
Dashell strongly believes that life is a sprint not a marathon.  I don’t really
know what that means but it does have a unique message, definitely.  See Side
Quests section for more info.

(A4.12) Piccolo: *OPTIONAL*

        Location: House in Flopside

Description: Piccolo, the musical pixl plays music based on who and
what’s around.  Piccolo is useful for curing curses and inabilities.  Piccolo
can add sounds to your jumps and other things.  Experiment and have fun!  See
Side Quests section for more info.

This finally concludes the Pixl section.  Thank you for reading.

(A5) Items/Effect/Price

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

SHROOM SHAKE:

Effect: replenishes 10 HP and cures poison

Price: 30 coins

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

LONG-LAST SHAKE:

Effect: regenerates HP over a period of time

Price: 30 coins

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


LIFE SHROOM:

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

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

Price: 100 coins

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

FIRE BURST:

Effect: inflicts enemies with fiery flames

Price: 20 coins

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

ICE STORM:

Effect: inflicts foes with chilly fragments of ice

Price: 40 coins

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

SLEEPY SHEEP:

Effect: causes opponents to fall asleep for a brief time

Price: 10 coins

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

COURAGE SHELL:

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

Price: 10 coins

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

SHELL SHOCK:

Effect: inflicts damage on enemies when you strike the shell

Price: 20 coins

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

STAR MEDAL:

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

Price: 50 coins

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

GOLD BAR:

Effect: awards you 100 coins to your overall amount upon purchase


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

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

SUPER SHROOM SHAKE:

Effect: replenishes 20 HP and cures poison

Price: 80 coins

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

ULTRA SHROOM SHAKE:

Effect: replenishes 50 coins and cures poison

Price: 300 coins

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

THUNDER RAGE:

Effect: inflicts foes with potent and penetrating lightning

Price: 80 coins

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

STOP WATCH:

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

Price: 50 coins

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

MIGHTY TONIC:

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

Price: 70 coins

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

VOLT SHROOM:

Effect: briefly paralyzes foes you come in contact with

Price: 30 coins

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

BLOCK BLOCK

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

Price: 50 coins

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

GHOST SHROOM:

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

Price: 88 coins

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

GOLD MEDAL:

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

Price: 500 coins

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

GOLD BAR X 3:

Effect: awards you 300 coins to your overall amount upon purchase

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


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

POW BLOCK:

Effect: inflicts enemies with a potent quake on the ground

Price: 80 coins

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

MYSTERY BOX:

Effect: it’s a surprise!

Price: 3 coins

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

PRIMORDIAL FRUIT:

Effect: replenishes 10 HP and cures poison

Price: 22 coins

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



(A6) Contact and Copyright Information

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

. Use proper spelling and grammar

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. You SHOULD say “Super Paper Mario” in the e-mail message

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

. Include/insert your name or a code name to address you by

. Send your message between the hours of 9:00 A.M. and 6:00 P.M.


Copyright information, as you have already seen in the beginning of my guide, I
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and GameFAQs reinforces that.  Either or, this guide is to be appropriately
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Thank you.

VII (B1) FAQ Walkthrough

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

(B2) Mario’s House

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

(B3) Bowser’s Castle

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

(B4) Flipside

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

YOU GOT A PURE HEART!!!


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

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

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


(C1) CHAPTER 1-1: THE ADVENTURE UNFOLDS

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

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

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

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

Flip back into 2-D to build up your Flip Gauge and then, exit the interior and
flip to find a FIRE BURST, and exit the house the same exact way you entered.
Once outside, save your progress with the Save block and continue to the left
to the door surrounded by the indestructible blocks.  Before doing so, flip in
front of Bestovius’ house to reveal three-(3) blocks.  Strike them to acquire
the following: one coin, PAL PILLS, and yet again, a single coin.  Still in
3-D, head a bit to your left and fall off the edge to obtain approximately 5-6
coins.  Finally, head to the door surrounded by indestructible blocks.

Once there, flip in front of the blocks to reveal a way to access the door in
3-D.  When you’re in front of the door, press LEFT on your control pad and
enter the door.  Here, continue to the left defeating          all the enemies
including the Kola Troopa to earn points.  If you are       lucky, you will be
able to acquire a TURTLEY LEAF which reduces all damage by half.  After the
enemies you will encounter green pipes in your path which you can simply pass
by flipping since you can’t jump over them so do that.  Take the MUSHROOM atop
the pipe you can jump on and acquire the GOOMBA CARD.  Jump over the gap,
collect ALL the coins here, and jump atop the center coin block to obtain the
HAPPY FLOWER in which coins will begin to rain.

After your fun, continue to the right to reach a large gap you cannot cross by
jumping.  Flip to 3-D to reveal a path on the left hand side of the screen.
Cross the path.  Defeat the Goomba in 3-D and then flip to 2-D.  Jump atop the
indestructible blocks, jump over the small gap, and defeat the Squig.  Squigs
are tougher versions than ordinary Squiglets because one, they have 4 HP and
can cause damage to you by 1.  Jump on it, avoiding its attacks if necessary,
and enter the door all the way to the right.

Continuing on the path, you will come across an enemy named a Sproing-Oing, a
monster who likes to jump endlessly.  Flip if you want or eliminate it for
points and coins and continue to the right.  You will then have to jump on top
of a yellow platform in order to ascend to the top of the hill blocking your
way.  Simply press 2 twice when on the platform and you will succeed.  Defeat
the enemies; collect the coins, flip to reveal a way through with many Squigs
in your path, and pass them.  Jump on the blocks, jump over the gap, and enter
the door at the end.

Here, you will get to use my personal favorite item, the MEGA STAR.  First,
bypass the Piranha Plants and strike the block to acquire your very first MEGA
STAR.  Defeat ALL the enemies here with this new powerful item and finally at
the end hit the STAR BLOCK to end this chapter.

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

Before officially entering this chapter, you should have saved your progress
after hitting the star block and you should have gotten a LEVEL UP with 15 HP
currently.  I’ll be updating you on what you should have on your characters so
follow along into Mount Lineland.

Beginning, hit the four coin blocks to receive a MUSHROOM and three coins.
Defeat the Koopa Troopas including the Para Koopa Troopa in 2-D and in 3-D.
Once done, climb or ascend the mountain platforms.  At the top, you will find a
strange mechanism.  Get in the middle of the red square to be transferred to
the other side.  Cool.  On the other side, continue to the right to discover a
blue switch you can’t press in 2-D.  So… flip into 3-D and jump on it to
initiate the creation of more mountain platforms.  Ascend them and use the
mechanism like before to get to the other side.

Doing so, will allow you to enter the door but do not enter yet.  Jump off the
ledge, avoiding jumping in the center of the ledge, to find one
coin.  Hey… something is something.  Jump onto the ledge the door is on and
enter.  Here, jump over the small gap, defeat the Koopa Troopa, and head to the
right until you reach a “dead end”.  When you do, flip to reveal four coin
blocks with coins you can get and jump on top of them to reach the ledge above.

Here, you will find another set of four coin blocks.  Hit them, leap on top of
them, flip into 3-D to jump onto the indestructible brown blocks above, and
defeat the Koopa Troopas.  Afterwards, continue on the blocks all the way to
the right and fall off the ledge.  You will find these dangerous, or should I
say precarious spike-like Thwomp monsters, that can hurt you if you come into
contact with them.  To avoid them, simply flip into 3-D to have a wider area to
bypass them.  Follow the path up in 3-D until you reach a door you can enter at
the end.  Enter.

In this area, continue all the way to the right, avoiding the pipe for now to
discover a sign which states: “Bridge Closed-Red the Bridgemaster” Enter the
green pipe I told you to avoid earlier to wound up in the background.  Yes… the
background.  Once there, continue all the way to the left to find a small,
lonely house.  Enter via pressing UP.  Inside, climb the stairs to find sweat
coming out of nowhere!  Flip to find Red the Bridge master who has been
sequestered in 3-D.  Speak to him by pressing LEFT in 3-D mode and after
chatting, flip back to 2-D to bring both you and Red to 2-D version.  Mario and
Tippi request that the bridge be created to continue.  Red will then ask you
this question: “What’s the manliest color in the entire universe, Red or
Green?”  Answer “RED” and he’ll create the bridge for you to cross.  Exit his
house, enter the pipe you used to enter the background, and cross the newly
formed bridge.

Once across, save your progress with the Save block and enter this strange
little isolated area named Yold Town.  Enter the first building you see which
is an items shop.  Here, I recommend you purchase the following: FIRE BURST,
LONG-LAST SHAKE, and VOLT SROOM.  Since you should have about 70 coins by now
and since I had 71 coins when I entered the shop you should have 29 or 30 coins
left.  Exit the shop to find a coin block containing a MUSHROOM inside.  Take
it if necessary and head all the way to the right where you will again see a
large gap requiring you to form a bridge.  This time, it’s with Green, Bridge
Overseer.  Enter the green pipe to enter the background and enter Green’s home
to the right.

Inside, climb the stairs and speak to Green who is NOT in 3-D.  He says that
you need to speak with Old Man Watchitt for his consent on activating the
bridge.  Let’s go and do that.  Exit the house, enter the pipe and enter the
first door you see when you head to the left from the pipe, that is Old Man
Watchitt’s house.  Enter.  Speak with the man and he’ll tell you that in order
for you to convince him that you’re the hero; you will need to find a pixl
shaped like a hand.  That sounds familiar.  Exit the house and continue to left
and enter the first building you see to your left.  Inside, you will see stalls
colored in blue and red.  Head all the way to the left and flip to discover a
green pipe behind a stall.  Enter.

Underground, you will see gigantic Thwomps you can bypass using your flip
technique.  Flip and head behind the 2-D Thwomps to the other side and enter
the door.  In here, use Tippi’s unique ability to reveal a new door to your
right.  Enter.  As soon as you enter, the only door leading out is locked by a
strange cage-like object.  Anyway, open the huge chest to your right to obtain
something very useful.  It’s… Thoreau!  Your second pixl that was inserted into
that chest 1,500 years ago!

YOU ACQUIRED THOREAU!!!

Quick Tutorial: Thoreau, the hand-looking pixl, can be used adequately to throw
objects at enemies and to hit objects such as switches that are out of grasp.
Press 1 to grab the object, and press 1 once again to throw.  You’ll be using
him quite often so please get accustomed to him as needed.

After receiving him, it’s time to use his unique ability.  Using Thoreau, grab
the white or red block to the right by pressing 1, jump over the chest Thoreau
was in, run towards the blue switch, and when prepared, press 1 again to throw
the block to the blue switch.  By doing so successfully, the blue switch will
activate and the cage around the door will disappear making the door accessible
again.  Enter and head all the way back outside to Yold Town, into Old Man
Watchitt’s house.

Speak to him and show him Thoreau, the hand-looking pixl.  He is convinced and
will send “word” to Green of his consent to activate the bridge.  Let’s head to
Green’s house.  Exit Watchitt’s house and head all the way to the right,
entering the pipe, into the background, and into Green’s house.  Speak to him
and he’ll activate the bridge.  Afterwards like Red, he will ask you this
question: “Red or Green, What’s better?”  Answer “RED,” the second option-(any
option gets you thrown out possibly) to get you unfortunately kicked out but
our business isn’t done there yet.  Go back to Green’s house and climb the
stairs to the second floor, or the floor Green is on.  Jump over Green and get
in front of the green switch he lowered to create the bridge.  There, flip to
3-D, and go behind his bed to receive a RED and GREEN CARD.  Once that’s done,
exit his house and cross the newly formed green bridge.

Once on the other side, continue a bit to the right to find the STAR BLOCK.
Hit it to finally end this chapter.

(C3) CHAPTER 1-3: THE SANDS OF YOLD

You will enter the Yold Desert.  Tippi suggests that our second Pure Heart
isn’t too far since there are ruins near and she can feel its presence.  Not to
be a spoiler, but we will not be receiving the Pure Heart this chapter.  Sorry.

Once you’re ready to move on, continue to the right and strike the four coin
blocks, three containing coins, and one containing a SPEED FLOWER.  Take the
flower to temporarily speed up time.  Use it to earn triple the coins and
points when defeating enemies.  After defeating the Squigs and Squiglets,
continue to the right to spot a red palm tree.  Remember where this palm tree
is because we will return here for our quest.  Past the tree, pass the quick
sand gap; use Thoreau to grab the Bald Clefts, and throwing them into the small
quick sand gap we passed earlier.  Above the brick blocks there are two coin
blocks one containing a MUSHROOM, the other a coin.

Continuing to the right, you will discover this strange boxer- like creatures
named Boomboxer.  Hit it from below the brick block, causing it to fall, and
then jumping quickly on it to avoid damage.  After passing the second quick
sand gap you will find a creature named Jawbus who bite anything, particularly
anyone in range.  To defeat it, flip to get behind it, flip back to 2-D, use
Thoreau to grab its tail and throw it into the quicksand to dispose of it.
Continue to the right, past where the Jawbus was, and enter the door at the end.

In this area, the only main way you need to go is to the right.  I’ll state it
now so that I don’t have to say it for this explicit area.  Anyway, continue
on-(notice how I’m not saying right anymore) to a Bald Cleft.  Grab it and
throw it in the quick sand gap.  Afterwards, jump over the gap and you will
encounter another creature named a Cherbil.  It’s pink and its pink gas can
make you sleepy as well as lose HP.  Just jump on it or use Thoreau to defeat
it and move on.  Defeat the Goomba in your path and stop when you come across a
large rock looking literally like a triangle.  Next to that, flip to discover
it’s actually an arrow pointing to the RIGHT.  Head in that direction and cross
the thin path to the other side.

There, continue in the only direction you can go-(right) until you can’t
proceed no more and you reach an ancient signpost.  It states: “Find ye the
tall red palm tree of fortune, and leapeth under its branches 10 times.  Notice
how I put “red palm tree” in bold and underlined it earlier?  That means that
we must go back there.  Before doing so, let’s explore more of this area, just
in case.  Head left and flip to 3-D to head left again and leave the area with
the signpost.  Pass the rock with the arrow or the triangle rock and continue
to the right-(past the indestructible blocks by flipping).

Defeat or throw the two Bald Clefts into the quick sand gap and for the
Boomboxer, jump on it to receive some coins and points, but avoid its
sonic-like waves.  Well, sorry I guess there’s nothing else to do in this area
anymore!  Oh, if possible, flip behind a rock or boulder near a quick sand gap
to receive a COURAGE SHELL.  Anyway, enter the door at the end.

In this area we were in before head to the LEFT all the way to the red palm
tree.  On your way, flip behind the rock after the first quick sand gap you see
when you entered the door to defeat two Squiglets and receive a SQUIG CARD.
Once under the red palm tree, jump or leap 10-(ten) times up and down to reveal
a new door to enter.  Enter.

In this brand new area, ignore the yellow platform and the mechanism on top of
the indestructible brown blocks and continue to the right for now to collect
some coins and goodies.  Flip at your first quick sand gap and jump over it to
get across.  On the other side, hit the four coin blocks for three coins and a…
ZOMBIE SHROOM!  Defeat it quickly and meticulously before you take damage,
okay?  Afterwards, continue to the RIGHT until you reach a large quick sand gap
you probably won’t be able to cross via ordinary jumping.  Flip to reveal a
thin, but accessible path to cross the gap to the other side.

There, don’t flip back to 2-D until you’re past the brown indestructible
blocks.  Next to you there should be a yellow platform so jump on it using the
2 button to reach the top of another set of indestructible brown blocks.  Jump
off to one brown “you know what block” and use Thoreau by pressing the 1 button
to activate the switch sequestered in the brown blocks.  By doing so, you will
activate a mechanism you can use so get in the middle of the red square and you
will promptly be transferred.

At the end, fall off the brown “you know what blocks” and you can access four
coin blocks, one containing a MUSHROOM, and three containing coins.  Next,
continue to the right to reach a door and a Save block.  Save your progress
first and then enter the door.  Inside… hey who’s that speaking!?  It’s… O’
Chunks!  He knocks both doors off so that you can’t escape and Tippi identifies
him as one of Count Bleck’s thugs, obviously!  Well, it’s time for our first
formal and official boss battle, although this should really be a mini-boss
battle since O’ Chunks is not, nor will ever be, the Chapter Boss.  Anyway,
feel free to look below on my mini-boss tutorial and best of luck!

MINI-BOSS: O’ CHUNKS:

HP: 20

ATTACK: 1

ATTACKS: Stomping on you

      Grabbing you and tossing you all over the screen

      Ordinary jumps

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

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

In here, head to the LEFT and read the signpost which states: “Percheth ye atop
the distant platform of blue and… (skipped a small section) Gaze ye at the side
of this signpost.”  This is valuable information; however, we need one more
piece of info before ending this chapter.  Before exiting this area, jump over
the signpost to find 5-(five) coin blocks containing only one coin in each.
Afterwards, jump over the signpost yet again, and exit this area via the only
accessible door.  Back here, jump off the ledge you’re currently, head a bit to
your RIGHT, flip near that rock, and take the astounding item, GHOST SHROOM;
afterwards, head all the way to the RIGHT to come across another set of yellow
platforms that can be accessed via the jumping platform on the floor, taking
you to another new door.  Enter.

In here are the ruins Old Man Watchitt was talking about.  We’re still missing
vital information to end this chapter.  However, by experience, I shall tell
you what you need to know in the interest of time.  Head all the way to the
right until you reach a large blue platform.  Jump on top of it, looking
towards the LEFT, not right, press 1 and – simultaneously to cause the STAR
BLOCK to appear.  Walk up to it and give it a good smack to finally end this
chapter.

(C4) CHAPTER 1-4: MONSTER OF THE RUINS

We are now in the Yold Ruins, the exact ruins Old Man Watchitt had been talking
about.  When you first enter, Tippi senses the Pure Heart being very close by,
but also “something else” is waiting for us ahead.  Let’s see what that is then.

Start by heading RIGHT down the stairs.  Defeat the Squiglet at the bottom and
enter the door.  Here, you’ll start by encountering a Buzzy Beetle which you
can easily defeat by jumping once on its shell, and once again on its shell
into the quick sand gap ahead.  After defeating the first three, jump over the
gap-(quick sand), avoid the fiery line of fire, and hit the block for a
MUSHROOM, if you need it.  Swiftly, jump on top of the block from which you
received the mushroom, jump again to a brown block, and again to a medium-sized
ledge.  At the end of this ledge, use the yellow ladder to descend, follow the
simple path, and open the chest to receive a LIFE SHROOM.

Leave that area the same way you reached it, pass all the fiery line of flames,
and enter the door at the end.  As soon as you enter, you will notice about 5
lines of flames in total.  To avoid and bypass them, flip to 3-D, and simply
pass them.  At the end of this area you will see a locked door which we
obviously can’t access right now and another door in mid-air further to the
right!  Well, that’s impossible and you’ll soon know why because the secret is
hidden!  Flip to see two blocks you can strike in 3-D to form a way to the door
above.  Once you’ve hit both of them, flip to 2-D and   enter the now
accessible door.

In here, you will find the same spike-looking monster named a Spiky Tromp.  You
have to avoid them by flipping to 3-D.  Do that, continue UP in 3-D-(or RIGHT
in 2-D) until you reach a yellow ladder.  Flip back to 2-D, climb the ladder,
and open the chest to acquire a RUINS KEY.  Well done!  Now we can go open the
door that was locked in the previous room.  Exit this room, head a bit to your
LEFT, and unlock the door.  Enter.

Here, there is a Save block as soon as you enter so use it to save your
progress.  Afterwards, defeat the Buzzy Beetle, carefully enter the quick
sand-(don’t worry, if you’re fast, keep moving, and are quick, you won’t die)
and hit the four coin blocks here defeating the Squiglet.  Next, flip to 3-D
and you will yet again, bypass Spiky Tromps.  At the other side, defeat the
Squig-(purple) and you’ll notice another locked door and an unlocked door
above.  Enter the door that is obviously unlocked and is above the locked door.

In here, you will have to use Thoreau.  Head to the right, descend on the
yellow ladder provided, grab the Squiglet that emerged unpredictably from the
green pipe-(or wait for one if one isn’t there yet), and throw the Squiglet to
the blue switch to cause something to happen outside this room, according to
Tippi.  Climb the ladder and leave this room.  It may seem as if nothing
happened when you reentered this room but looks can be deceiving.  Head to the
left past the two Spiky Tromps to see a key sequestered by indestructible brown
blocks.  Oh… whatever shall we do!  Ha!  Anyway, past the humor and emotional
emphasis, you need to jump on either the right or left brown separated blocks
that you can go on top of.  I chose the right block since its closer to the
locked door.  Anyway, once there, use Thoreau’s throwing attribute to allow him
to give you the RUINS KEY.  That wasn’t too hard was it now?

Open the locked door to the RIGHT, past the Spiky Tromps, and enter the now
accessible door.  Inside, descend the steps to find yet again another door in
mid-air. If your presumption was to flip, you’re unfortunately incorrect.  Use
Tippi’s ability by pointing your Wii remote at the screen, searching under the
door for a ledge, and press A to reveal the ledge.  Enter the door above.

Another locked door!  Isn’t this getting quite annoying by now?  Well, don’t
worry because we’re almost finished.  In here, go RIGHT and defeat the Buzzy
Beetle(s).  Continue headway in that direction until you reach a dead end.
Flip to reveal a thin path you can cross.  Do so and the path will lead you to
a chest.  Open it and take the BUZZY BEETLE CARD.  Afterwards, flip and defeat
the two Buzzy beetles.  Finally, leave there via flipping and taking the thin
path back and head all the way to the     LEFT, past the fiery lines of flame,
until you reach a key surrounded by another set of indestructible blocks.
Instead of Thoreau doing all the work, Mario will be retrieving this one.  Flip
to 3-D and enter the hole or space in the wall by going LEFT in 3-D.  Walk up a
few steps and take the RUINS KEY.  With that in your possession, take that key
and unlock the door to the right of the door that we used to enter this room in
the first place.  Enter.

Using the yellow platform a bit to your LEFT as soon as you enter this room,
press the 2 button on your Wii remote to ascend to the LEFT, not right side of
the gap we’re in.  Once you’re on the LEFT side, flip to 3-D to reveal a yellow
ladder you can climb to reach a higher level.  Climb up.  On this level, drop
down a bit and continue RIGHT to strike a blue switch.  By doing so, bountiful
amounts of Spiky Tromps will begin to come out of the wall and a large
intriguing red switch with an exclamation point will appear.  Quickly, jump out
of that area and strike the large red switch.  This is funny, when you hit the
switch, all the Spiky Tromps will fall all the way to the ground creating a
bridge to the door in mid-air.  That was convenient of them.  Flip to 3-D and
descend the ladder to the lower level and enter the door the Spiky Tromps are
below of.

In here are 4-(four) red switches that you need to hit in an explicit order to
proceed.  I will be using numbers 1 thru 4, okay?  From LEFT TO RIGHT I
numbered them.  Here is the order: 3, 1, 4, and 2. If this doesn’t work, then
you are literally doomed because I verified that this order is correct and
accurate.  Or, you can simply flip and the answer is on the side of each red
block.  Without further or do, ascend the newly formed stairs.  At the top,
first save your progress via the Save block and then hit the coin block to
receive a SUPER MUSHROOM.  When you’re ready, enter the green pipe.

You will emerge outside in the Yold Desert I believe you’re regardless that the
game does not say it.  Anyway, proceed a bit to the RIGHT, the pipe will
disappear, and your chapter boss will emerge from the sand.  Fracktail, the
guardian of the Pure Heart, identifies you as the legendary hero and apologizes
for his accusation of you being an intruder.  Doesn’t he remind a bit of
Hooktail from the preceding Paper Mario game: The Thousand-Year Door?  Anyway,
before you can actually acquire the Pure Heart, Dimentio appears, reprograms
Fracktail’s main computer since he is a machine, loses control of his actions,
and the boss battle begins.  See below for Quick Tutorial:

CHAPTER BOSS: FRACKTAIL

HP: 18

ATTACK: 1

ATTACKS: Charging at you

      Fierce Bite

      Head attack


BATTLE METHOD:

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

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

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

YOU GOT A PURE HEART!!!


(D1) Castle Bleck:

After receiving this rather rigorous Pure Heart, you will watch a brief cut
scene at Bleck Castle where O’ Chunks, being ashamed, reports his failure to
the count.  O’ Chunks asks for forgiveness for his failure.  Count Bleck
realizes that the hero is a force to be reckoned with, and orders Natasha to
consult the prophecy and learn the whereabouts of Mario’s next destination to
set and implement a trap.  Mimi, ordered by Natasha, was already sent to site
pleasing Bleck and his commands.

Natasha heads off to eliminate the Bowser organization-(his minions) who is
still resisting assimilation and wants O’ Chunks to stay there while she’s
gone.  We now see Princess Peach awakening from her long nap and wonder how she
ended up there in the first place being forced to marry Bowser and all.
Captain Hammer Brother commands that this Koopa will escort the Princess as
well as the area immediately.  He goes helping his other “men” and we’re left
to think about how we are going to get out of here.

After the cut scenes, you finally control Peach.  Using her, follow the Koopa
heading to the RIGHT.  Enter the door he instructs you to enter.  As soon as
you enter, you will yet again see another cut scene.  Captain Hammer Brother
finds two of his men who are possessed into honoring Count Bleck.  He orders
them to cease the insubordination and commands “Johnson” to give him
twenty-(push ups).  Natasha appears, explains that his orders don’t mean
anything since they’ve sworn eternal allegiance to Bleck, and brainwashes his
mind causing him to serve Count Bleck instead of Bowser.

After this sad and strange cut scene, you gain control of Peach again.  Jump
off the ledge you’re on, head LEFT, and enter the door.  Here, still no cut
scene, continue all the way LEFT, descend the first set of stairs, and enter
the first door you see in the middle of the room.  You are now currently
outside so continue left to discover a dead end.  Watch the cut scene of your
escort complaining, Peach will suggest returning and finding another way out,
and Natasha appears.  She possesses your escort leaving a sort of doomed
feeling.  After some chi-chat between Peach and Natasha, Peach is encircled by
a strange barrier, and she disappears.

Read this romantic and emotional dialogue that does not make sense at the
moment but will later in the game and I wouldn’t want to spoil it now since
it’s a piece of the puzzle to saving the world.

(D2) Flipside:

Afterwards, you will emerge from the red dimensional door, Tippi will tell you
to go to Merlon’s place and that’s where you need to go.  Head down to the
second floor with the elevator and you will momentarily speak to Merlon,
pleased that everything went well.  Enter his house as suggested, after saving.
Mario and Tippi discuss their success of receiving the Pure Heart from
Merlumina and after a little more discussion, a local citizen from Flipside
reports bad news of a girl falling out of the sky.  Mario is advised to come
along to see what the problem is so exit Merlon’s house, follow him to the
right and enter the elevator that goes UP to Flipside’s third floor.  Continue
left and you’ll see Princess Peach unconscious on the floor Merlon and the
local Flipsider next to her.

To awake her and cure her from her fever-like condition Merlon advises you to
go visit a chef by the name of Saffron on Flipside’s first floor.  Do as
instructed: return DOWN to the second floor via the same elevator you used,
head LEFT to a new-(something we have not used before) elevator going or
pointing DOWN to take us to Flipside’s first floor.  Hint: the elevator is to
the right of the item shop.  On the first floor, go RIGHT and enter the second
building you see after passing the elevator, the building has a
yellowish-greenish pot symbolizing that it’s a cook shop.  Enter and speak to
Saffron.  Mario will explain the situation of a friend being out cold and
Saffron will be more than happy to prepare a unique soup for the recovery.  She
tells that she requires a FIRE BURST for the soup so give her one.  However, if
you do not have one-(which you should since I told you to buy one in Yold
Town), head one floor UP to the second floor, enter and buy a FIRE BURST for 20
coins at the item shop.  Afterwards, you will receive the SPICY SOUP which is
the antidote for Peach’s sickness.  Go all the way back UP to the third floor,
stand next to Peach, press UP, and administer the soup by pressing 2 when
directed.

You will be escorted back to Merlon’s house instantaneously where Peach will
share her knowledge of Count Bleck’s motives, where she was, what happened,
etc.  Finally, after the chats, Merlon will advise you to search for the next
Heart Pillar and that the subsequent door will lead to Merlee, Merlon’s
long-lost cousin.  Peach then surprisingly joins your party and contributes to
the game in very useful, powerful, and unique ways.

YOU ACQUIRED PEACH!!!

Merlon then gives you an OLD KEY, “a key to a door somewhere in town.”  We will
have to use that key to locate the next pillar. So after Merlon tells you to
use that key somewhere near his house, exit his house, and flip to 3-D.  In
3-D, head to the UPPER-RIGHT to find a door locked.  Use the key Merlon gave
you to unlock the door and proceed thenceforth.  Hint: To find the door easier,
flip in front of the elevator that goes UP to Flipside Tower and you should see
the locked door directly to the RIGHT of the screen, literally.

Enter the now unlocked gate, head UP in 3-D to read a sign sating the
following: “Flipside Outskirts Ahead-(arrow pointing to the right) MONSTER
ADVISORY.”  Well, Mario always confronts precarious situations instead of
scurrying like most videogame characters-(Merlee); from the sign head right and
cross the path to Flipside’s Outskirts.  Once there, continue to the RIGHT and
enter a green pipe.  This will take you to Flipside Outskirts’ first floor.
Head LEFT, jump over the gap, defeat the two Squigs, and read another sign
saying: “Feeling stumped? Try flipping! It’s pretty basic!”  Flip in front of
the sign-(stare at the stone pointing RIGHT) and pass the path going too the
other side.

On this side, go left a bit to see two stone platforms you can jump onto with
Mario.  Flip to 3-D, jump to the highest or the second block with the sign, and
switch to Peach.  You won’t have to read the sign since I’ll tell you what to
do.  Using Peach as your current playing character, jump off the ledge with the
2 button and then very quickly press 2 again to float to another stone
platform.  Well done.  Being on this single stone platform, float to another
platform using Peach’s umbrella again.  Continue until you reach the Heart
Pillar.  Place the Pure Heart inside.

Two Pure Hearts down, six more to go.  Placing the Pure Heart in the pillar
will cause an orange door to appear on Flipside Tower.  Leave the Outskirts, go
in the green pipe, flip to enter Flipside’s second floor, and save your game.
Rest at the inn next to the elevator leading to Flipside Tower, exit, and go
LEFT to enter the item shop.  If you wan to purchase the following recommended
items, please do so: SHROOM SHAKE, ICE STORM, and SLEEPY SHEEP.  When you’re
done buying the items I recommended and what you desire, head to Flipside Tower
via the elevator near Merlon’s house-(to the right).  Enter the ORANGE
dimensional door next to the RED door and let’s get started with our second
world.

(E1) CHAPTER 2-1: BOGGING TO MERLEE’S

The second world, Gloam Valley is nicely drawn and we emerge from the orange
door.  Tippi, as usual senses the Pure Heart near by but says it could afar.
Let’s finish this chapter as quickly as possible since it’s not very prominent
in our task to acquire the Pure Heart.

Our next world, Gloam Valley, seems to be a peaceful place but its home to many
monsters.  Let’s get started.  Head RIGHT, jump on top pf the ledge, and defeat
the red Koopa Troopa.  Hit the coin block atop the ledge, ignoring the Spiky
Goomba, and continuing to the right.  Before entering the lake ahead, flip to
3-D and go behind the ledge to take 4-(four) coins.  Not bad.  Jump atop the
green ledge in mid-air before the lake-(not the same place where we found the
four coins) and switch to Peach.  Float across the lake to the other side using
her magnificent umbrella.  On the other side, hit the brick coin block to
receive a mere coin;  moving on, head down a few steps and jump atop the green
platforms floating on the lake’s surface.  Defeat the Cheep Cheep if you wish
or jump across the platforms with ease.

Defeat the Squig on the other side , flip with Mario and hit two blocks you can
use to jump on to reach a green ledge.  Having hit the two blocks hit, flip
back to 2-D and ascend to the green ledge.  Next to you there should be a
Paratroopa-(red-colored) so jump on it, bringing it to the water, and
unfortunately drowning.  Being now on the ground, ascend to the same ledge you
were on and jump across all the platforms to easily cross all those annoying
monsters.  At the end, you should reach a green pipe atop indestructible blocks
and above a locked door.  Enter the pipe.

Underground, defeat the two Squiglets and the only Squig down here to reveal a
chest.  Open the chest to acquire a DOOR KEY.  Leave here via the pipe you
entered, jump off the ledge the pipe is on, and unlock and enter the door.
Here, hit the coin block to your very near left to receive PAL PILLS.  Use them
to defeat the two Paragoombas in your path.  Head right to a green pipe you
can’t enter-(I mean it).  There, switch to Peach and float using her umbrella
to a mechanism atop brown, “you know what blocks.”  Float all the way to your
LEFT, defeating the Koopas and Parakoopas, until you reach a pipe.  Enter to
appear in the background.

Once there, if necessary, float across the gaps with Peach’s umbrella heading
RIGHT.  At the end, hit the blue switch to create a new door.  Leave the
background, head all the way to the right and enter the newly formed door.  In
here is the awaited item of glory, the MEGA STAR!  Jump atop the three brick
blocks and strike the coin-(?) block for the MEGA STAR;  defeat as many
monsters as possible, giving you a level up in the process, save your game at
the end, and enter the door.

In here, take the SLOW FLOWER, jump atop the brown blocks, defeat the
Squiglets, and take the HAPPY FLOWER for some well-earned extra coins.  Enter
the green pipe after you have your fun.  Underground, there seems to be nothing
but use Tippi’s unique ability to find an invisible blue switch Tippi can’t
reveal!  No worries.  Just remember the switch’s approximate location and hit
it when possible.  Doing so will reveal a green pipe you can enter.  Do so.
Heading deeper underground, you find a floating orange monster referred to as a
Growmeba.  Like the cells in our body, Growmebas reproduce like a process known
as Mitosis, a type of cell division, which creates more and more cells.  Past
Biology 101, I would suggest using an item especially an ICE STORM or a FIRE
BURST to help you get rid of the duplicates if it gets out of hand.

Open the huge chest to acquire… Boomer!  Answer the questions as you wish but
answer the last one “Umm… yeah” to stop the questions.  Boomer will evaluate
that you’re worthy of his powers and Boomer will join you.

YOU ACQUIRED BOOMER!!!

Quick Tutorial: Boomer, the baby blue bomb-like pixl, is useful for blowing up
and defeating enemies as well as activating switches Thoreau can’t reach.
You’ll see what I mean in either later in the following chapters or in Chapter
3-3.  Basically to use Boomer adequately, press the 1 button on your Wii remote
and then press 1 again      to detonate as described in the menu when pressing
and reading Boomer’s description.

After receiving Boomer, jump over the chest he was in; place him with 1 in
front of the wall crack to the right and then press 1 again to detonate Boomer
and create a path you can access in 3-D.  Flip and enter to find a chest
containing a WATCHITT CARD.  Leave here through the pipe(s) and finally go
outside.  Outside, head right defeat the Squig and the Jawbus with Boomer, and
head to the right jumping to the brown blocks.  Bomb the brick blocks with
Boomer and out of the 4-(four) doors, enter the one farthest to the LEFT.  In
here, defeat the two Spiky Goombas-(one in 2-D and one in 3-D) then flip to 3-D
to discover a brick/block section on the floor you can destroy with Boomer.  Do
so by detonating him, and fall to a level with a blue switch.  Hit it or bomb
it to have something happen outside.  Now we need to leave.

Flip where you activated the switch to find a small hole.  Fall down, defeat
the Spiky Goomba again-(2-D and 3-D) and leave through the door on this level.
He wound up outside next to the first door to the RIGHT, the door you came
from.  Head all the way to the LEFT to find and enter a golden door.  Defeat
the Cherbil-(a pink-like monster) and strike the STAR BLOCK to finally end this
chapter.

  (E2) CHAPTER 2-2: TRICKS, TREATS, TRAPS

We finally make it to Merlee’s mansion, an eerie mansion in my opinion.  Let’s
investigate further what’s going on inside this mansion.  Right where you start
this chapter, flip to 3-D to find a gap you can fit through to access a coin
block containing 8 coins-(I think).  Leave here when your Flip Gauge has
replenished and enter the mansion itself.

Inside, your first encounter will be with a monster-(a.k.a. Merlee’s) called a
Gnip.  None of your attacks will work-(excluding items) so just flip or pass
them as such and enter the door at the end of this hall by flipping to 3-D.
Save your progress via the Save block to your left and speak to the housemaid,
Mimi.  She welcomes you and tells you to enter the farthest room to the right
on the second floor.  Go there.

By the way, Mimi isn’t who you think she is and is tricking us.  Let’s just
follow what she says for now, okay?  In this room, continue all the way to the
left and press UP on the green switch when you can.  Notice how the title of
this chapter has the word “trap” in it?  Well, this is obviously a trap; to
bypass this challenge of spikes coming towards us-(like in Hooktail’s Castle),
flip to 3-D and move to the wall to dodge the attack.  When the mechanism lands
firmly on the floor, jump onto it and wait until it makes its return up.  Hit
the question mark or coin block to receive a single coin and go left, jumping
unto the brown ledges, bombing the first set of brick blocks, flipping to pass
the set of indestructible blocks-(brown), bombing the second set of brick
blocks with Boomer, and flipping to 3-D to bypass the second set of
indestructible blocks.  After all this, jump to the brown ledge with a chest
containing a HOUSE KEY.  Good job.

Leave this room at last please.  You see, if you would’ve been following Mimi’s
directions to find Merlee, you would be in a hectic situation with even more
traps because guess what, she wants to kill you!  Anyway with the key, go down
a few steps to the first floor where Mimi, Merlee’s “housemaid” is and continue
to the right along the first floor.  Guarding the locked door we want to go
into a monster called Gnaw, Merlee’s favorite pet.  Certainly being larger than
an ordinary Gnip, flip to 3-D when it turns its back on you and quickly unlock
the door.  Watch this hilarious scene when the Gnaw goes chasing Mimi down.
Good riddance!  I’m being mean because she is a really evil, devious person
like Count Bleck.  Trust me, later in the game she is SO annoying.  Anyway,
enter the door we unlocked.  In here, is our STAR BLOCK so hit it to end this
chapter.

  (E3) CHAPTER 2-3: BREAKING THE BANK

There is still no sign of Merlee, hmm.  Anyway, now that we’re in the mansion’s
interior, things begin to get harder.  When you start, head a bit to you right
to find a coin block with a vase on top.  Hit the block to cause the vase to
fall and break.  Mimi then appears whining how she loved that vase more than
anything and how we are going to spend our time paying the debt off until we
have accumulated 1,000,000 Rubees, a currency we do not have.  See how annoying
she is and she did that on purpose just to have us stay here for an eternity.
Well to relieve ourselves from the stress, we will NEVER be here forever.  With
my FAQ at your side, this is literally a piece of cake.  Let’s get started!

The significant pass code to solve our problem in this chapter is: 41262816!!!
Now that we have the pass code for the safe, we need two more things.  Firstly,
go up one level to a gap you can’t cross by regular jumping.  Use Peach to
cross the gap and then switch back to Mario to discover that you can proceed
further down in 3-D!  Open the large chest to find your next pixl… Slim!

YOU ACQUIRED SLIM!!!

Quick Tutorial: Slim, the triangular-shaped pixl is able to turn you sideways
so that you can pass obstacles or even avoid enemies. To use Slim, press 1 to
turn sideways and fit through paper-thin gaps.  You can also turn sideways and
wait to for enemies are bosses to pass you easily.  Remember to always stay
completely still so that you don’t take damage.  Have fun!

After taking Slim, flip past the wall, jump all the way down to the first
floor, jump up to the first brown ledge on the right and flip.  Switch to
Boomer, to bomb the brick blocks blocking the way to a good item.  Enter the
hole, open the chest, and take the BOO CARD.  Okay, our work is done basically.
Head to the VIP generator room-(the room that requires the pass code) and then
flip to proceed further down the hall.  Hit the brick block to form a white
ladder going UP.  Climb up.  Head to the right where you will encounter some
pink lasers.  Go towards them and when they’re about to touch you; press 1 with
Slim to let them pass you but stay STILL!

Once you’ve passed the only two sets of lasers type in the pass code: 41262816
to obtain the 1,000,000 Rubees we need.  Now that we have the amount that we
need, we need to go to the bank.  Pass the two sets of lasers again via Slim’s
unique ability, flip to pass the wall blocking your way, and enter the door on
the first floor that is to the all the way to the RIGHT of where we started
this chapter;  in here, save your progress, and hand the 1,000,000 Rubees to
Mimi.  Doing so will have her frustrated and upset at the fact that you
actually paid the debt off and she disappears.  Our STAR BLOCK appears in a
jail cell and we have to use Slim to get to it.  Flip first to 3-D, jump over
the table, press 1 while having Slim and enter the cell via the paper-thin
bars.  Hit the STAR BLOCK to finally end this annoying chapter.

(E4) CHAPTER 2-4: THE BASEMENT FACE-OFF

It appears that we’re getting closer to the Pure Heart, according to Tippi.
Something strange happens next though.  A hologram or a ghost/spirit of Merlee
appears and says that she is very glad to see you and that you can’t meet with
her there for something is amiss she says and that someone’s after her.  That
was weird.  Anyway, descend the wooden set of stairs and at the bottom, flip to
3-D to go behind the staircase and take a MUSHROOM, if you need it.  Flip back
to the other side and enter the first door to the LEFT of the second door.
Here in Room 01, defeat the Boos in here with Boomer and proceed to the next
door.  In Room 03, quickly defeat the Growmeba before it duplicates itself too
much.  Flip to find 4 blocks you can hit to access the door that you came from.
Hit them and then flip back to 2-D.  Enter the door on the RIGHT side of the
room.  In Room 02, hit one of the blocks to release a ZOMBIE SHROOM and the
other to receive a mere coin.  Jump up the edges and enter the door above the
one you came from.

Here in Room 04, you will encounter your first Mister I, which from Super Mario
64 DS and the original Super Mario 64 for the Nintendo 64, can be defeated by
flipping one, and then by going around it a few times until it’s defeated.
Afterwards, hit the block for a single coin.  Climb on top of the coin block
and the brown blocks to enter a new door to the RIGHT of the room because we
came from the LEFT side.

Well here is where we wanted to go to.  We’re in the hallway now and our goal
is to reach the highest, or the second level of this room to speak with
“Merlee.”  Proceed to the left a bit and then flip.  We will then again have
4-(four) yellow blocks we can hit in 3-D to access the next level.  Do so.
When you’re on top of those four yellow blocks flip again and hit at least one
before falling to the floor.  It’s not too hard.  Afterwards, jump to the
second level, or the ledge “Merlee” is on.  By the way, are you really falling
for this?  It’s actually Mimi!  Refuse ALL of her offers to discover it’s Mimi.

Watch this disturbing scene as the real spiritual Merlee appears thanking you
for not falling for the trap and Mimi transforms into this spider-like
creature.  I guess you now know Mimi is the chapter boss.  You won’t fight her
where you are now, however.  A barrier, according to Merlee, is protecting Mimi
and we can’t fight her in her current status.  When you gain control flip or
just pass her immediately and enter the door at the end.  In here avoid the
Swooper or defeat it and then use Slim to pass through an opening in the ground
at the very RIGHT.  I must suggest that you hurry in every room before Mimi
enters and starts attacking.

In this next room bomb away the Cursya using Boomer, hit and then jump atop the
coin blocks, flip, and enter the door above.  In the following room, defeat the
enemy with the blue cloud, place Boomer in the middle of the cracks in the
wall, bomb it, flip, and enter for a SHROOM SHAKE.  Since Mimi is probably
already in the room by now, exit the wall opening where you are right now and
enter the door ABOVE the door to the LEFT.  Here, defeat the Boo via Boomer,
jump to the ledge with a crack on it, bomb it, flip, and enter the door at the
end.

In here are Slurps but avoiding them in the interest of time, flip to 3-D to
hit some yellow blocks.  Hit most of them then quickly go back to 2-D, jump to
the blocks, and jump and enter the door to the LEFT of the room.  In this room
is an Atomic Boo, or a large Boo you need to defeat.  Use Boomer to place next
to the Boo, look away, and when he’s close, detonate Boomer to cause damage.
Repeat this process until Boo is defeated.  Afterwards, use Tippi to reveal a
staircase you must use to access the door above.  Enter once you’re there.  You
will see two restrooms: Men and Women.  Before entering the Women’s restroom,
since Merlee is a woman, hit the block for a well-earned SUPER SHROOM!

Enter the Ladies’ restroom after saving your progress.  In here, examine or
press UP on the third stall from the left to find Merlee emerge from the
toilet.  After the reunification with the real Merlee, Mimi appears and clones
herself to look like Merlee’s identical twin.  They bicker about who’s the real
and the fake one and they finally decide to let the decision be made by Mario.
You’ll start a show called “That’s My Merlee!”  You will have to ask both of
them a series of 5-(five) questions to identify who is the real Merlee.  After
the five questions, you will be asked who the REAL Merlee is.  Your final
judgment should be based who’s cleaner since the real Merlee came out of a
toilet.  The Merlee to the LEFT or the one with fly encircling Merlee is the
true and real Merlee.  Mimi transforms herself back to “normal”, Merlee leaves
the scenery cheering from outside, and the battle begins!  See below for Quick
Tutorial.


CHAPTER BOSS: MIMI

HP: 36

ATTACK: 1

ATTACKS: Hang from the ceiling and throw Rubees at you

         Throw Rubees in general

         Summon and throw a row of Rubees at you


BATTLE METHODS: Mimi isn’t too hard to beat actually.  You need to attach her
head when you have the chance to.  After several hits, she’ll become drowsy and
that’s when you should jump on her head or use Boomer.  You can also attack her
by using Thoreau to pick up the Rubees she drops and then throwing them back at
her.

After causing serious damage, she’ll move on to a deadly tactic, summoning a
wide row of Rubees and launching them toward you.  You can easily avoid this by
flipping or by using Slim to turn sideways and bypass the attacks; or if you
are playing with Peach, you can just press and hold DOWN to use Peach’s
umbrella to avoid damage from ANY attack.  Good luck!

After that battle, Mimi insults and disappears back to Count Bleck.  Merlee
will tell you about the goodness about the Light Prognosticus and how the
ancients have protected the Pure Heart for 1, 500 years.  She also tells the
significance of finding the two other heroes so that the “heart of chaos” can
be beaten.  Merlee suggests that the two other heroes might be known to you
already.  Then, we receive the Pure Heart we have been waiting for.  Great job
everyone!

YOU GOT A PURE HEART!!!

Three Pure Hearts down and five more to go!

(F1) Castle Bleck:

Back at Bleck Castle, Natasha reports to Count Bleck of Mimi’s failure.  Bleck
realized that the descendants of the ancient tribe, or Mario’s group, are
becoming stronger.  O’ Chunks then appears begging the Count for a second
chance of revenge against Mario.  Instead he summons Dimentio to dispatch our
hero.  Natasha then departs to deal with those who are still resisting Bleck.

Luigi awakens, attempting to regain his memory.  Two Goombas then appear who
convince Luigi into creating “a path” out of Bleck Castle and evacuating those
who are still resisting Bleck’s rule.  He gives in to “The Great Luigi”
reference and we gain control of Luigi.  Using Luigi, head to the left where
you can enter a door.  Follow the Goombas to the LEFT, down the stairs, and
into the door at the bottom.  In this room, continue following the Goombas to
the left and enter this door.  In this long hallway, just head all the way to
the left, and when you’re too far from your two buddies, they’ll request that
you wait for them and they’ll catch up with you.  When they do, you will reach
a dead end and that’s when Natasha will appear and possess “Gary,” one of your
Goomba friends.  The other Goomba does not get possessed since he swears his
loyalty to Count Bleck.  Afterwards, Luigi calls him a traitor, Natasha orders
her minions-(Bleck’s) to hold Luigi down and quote: “Get his priorities back on
track.”

(F2) Flipside:

Read the strange dialogue again between two lovers-(Blumiere and Timpani) and
then you will emerge from the orange dimensional door into Flipside.  Mario and
Peach report their success on retrieving the Pure Heart and the dimensional
Void in the sky develops to a larger state of size.  Merlon tells you something
vital about the Light Prognosticus while he was reading.  I don’t really
understand it, but it’s not too important.  He leaves leaving you to wonder of
what it means to define or choose what the prophecy means.  Well, it’s time to
find the next Hear Pillar.

Leave by the elevator and enter the second floor.  As soon as you exit the
elevator, flip to 3-D and yet again, enter the outskirts via the open gate.
Cross the path to the outskirts in 3-D and enter the green pipe.  On the first
floor of the outskirts, continue left, defeating the Squigs.  At the end you
should see a pipe covered with red-orange brick blocks, making it inaccessible.
Use Boomer to place with over the bricks and detonate with 1 to destroy the
bricks.  Enter.  Defeat the Sproing-Oing here and continue all the way to the
right to reach a dead end.  Flip, use Slim to fit into the paper-thin-like gap
in the wall, and place the Pure Heart into the pillar.

This will cause a YELLOW dimensional door to appear on Flipside Tower.  Please
note that you should be on B1 Flipside Outskirts.  Anyway, exit the area with
the pillar with Slim, continue LEFT-(all the way) and enter the pipe going UP.
Head right, defeat the Squigs again and enter the green pipe going UP as well.
Leave the Outskirts and enter the inn to heal if necessary.  After that nice
rest, stock up in the item shop if you need anything, save your progress, and
enter the elevator going to Flipside Tower when ready.  Once there, enter the
YELLOW dimensional door to your next world.

  (G1) CHAPTER 3-1: WHEN GEEKS ATTACK

The next world, the Bitlands, is nicely drawn and our heroes emerge from the
yellow door.  Wait… Tippi gets abducted!!  A strange chameleon appears wearing
a mushroom T-shirt and glasses.  It looks a bit nerdy if you ask me. It seems
as if this fellow likes Grodus Chronicles, butterflies, and “high-technical”
things.  He disappears and leaves Mario in total shock.  A pixl begins to speak
after Francis, the chameleon, departs.  After this cut scene, approach the bush
the pixl was speaking from and press UP when you can.  He’ll appear to you and
gives you three vital tips I will take note of in the subsequent paragraph.

YOU LOST TIPPI!!!

The 3-(three) tips are one, Destroy the RED X MARK and maybe something good
will happen for you, two, attack the sea creature’s RED FLIPPER
THING-(tentacle), and three, seek the RED WIND and ride it to cross the large
gorge.  Afterwards, the pixl will not be joining you yet, and he’ll reenter the
bush.  Head RIGHT past the bush to come across two blocks.  Strike them both to
receive only one coin, and jump over the gap.  Hit another coin block, jump on
top of the block, and land on the highest platform the green Koopa Troopas are
standing on.  Defeat the one on top and kick its shell to send it ramming into
the other koopas.  Still on the highest ledge, defeat the piranha plant with
Boomer and jump off that pipe.  Hit the two brick blocks and flip to find a
yellow block you can hit to reach the top of the tall green pipe.  Once atop,
hit the block to reveal a ladder.  Climb up and enter the door at the top.

Head a bit to your right and strike the block to receive the item of glory, the
MEGA STAR. Defeat all of your enemies and enter the door at the end.  When you
arrive, a green Koopa gets startled, hits the block and takes the MEGA STAR!
Don’t panic!  Just head to your left away from the Koopa since he won’t be that
fast and hit the block for a MEGA STAR.  Take it and defeat the perilous Koopa
with the MEGA STAR; afterwards, head all the way to your right, defeating the
Koopas if you want and hit the blue switch at the end causing a ledge to appear
under the door.

When you’re ready to head back, read the sign saying something backwards but
I’ll do the work and “translate” since I want you to have fun.  “It states: The
red pipes fall in between.”  In other words, it’s telling you to fall in
between a set of red pipes.  This is information is key so take a note of it.
Leave the area via the door we entered from.  Here, head all the way to the
LEFT literally until you encounter a moving yellow platform you can ride to the
other side.  Do so.  On the other side, defeat the piranha plan and the
Sproing-Oing, use Peach to float to the green pipe above using her umbrella and
enter the pipe to appear in the background.  Head all the way to the right
until you acquire a CATCH CARD SP.  Return to the left and enter the pipe.  Use
the yellow mobile platform to reach the other side and finally enter the door
to our main area.

I recommend falling off the ledge since it’s faster than descending the ladder.
Save your game once on the ground again and continue to the right.  You will
see some red pipes so fall into the gap in between them.  Underground, defeat
the grayish-looking clouds and hit the blocks to obtain PAL PILLS and several
coins.  Jump over the blocks and the obstacles to find a coin block.  Hit it to
receive several coins and continue a bit to the right.  When you reach
indestructible blue blocks with coins surrounding them, flip to 3-D and get on
top of the platform and then flip back to collect them.  Jump off and go to the
right.  Defeat the three piranha plants and the Goomba to continue to the
right.  Flip when you reach a set of indestructible blocks and enter the green
pipe.  Here, if you flip, you can hit these yellow platforms to access the coin
blocks above.  Collect the five coins and the SUPER SHROOM and then exit
through the green pipe.

You’ll then have to pass this puzzle of moving yellow platforms.  Just jump on
the following ones that are rising and continue until you reach.  However, in
some cases, you will have a break in between your jumping so that you can get
coins and even goodies.  For example on the first break I received a MUSHROOM
by hitting the blocks in between.  Although these weren’t too hard and since
there was only one “break,” forgive me for making it sound like it was too
rigorous to pass this obstacle.  Enter the pipe at the end of this obstacle.
Defeat these strange Koopa-like monsters as soon as possible to avoid damage
because you have a mini-boss battle approaching.  After passing these rather
challenging Koopas, jump to the top of a set of indestructible brown blocks,
save your game, and continue headway to the right.

You will encounter more of these challenging Koopas but just jump under the
coin blocks to immobilize and defeat them by kicking them; continue to the
right to be stopped by the same Koopa-like creatures we’ve been defeating.  He
demands you to stop because it’s Bowser’s Castle and that he does not like
chumps like us quote, “geekin” up the place.  He summons a backup team to begin
attacking.  Defeat as many as you can and continue battling-(don’t lose too
much HP) to the right until you reach a castle with a red “X” mark.  Set Boomer
there to detonate and destroy the entire castle.  Bowser then appears,
separates him from Peach, and wants a personal one-on-one battle.  Let’s give
it to him!  See below for Quick Tutorial.

MINI-BOSS: BOWSER

HP: 20

ATTACK: 2-3

ATTACKS: Stomping on you

         Ground-pounding on you

         Using his fiery breath



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

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

YOU ACQUIRED BOWSER!!!

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

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

(G2) Chapter 3-2: BLOOPS AHOY

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

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

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

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

YOU ACQUIRED THUDLEY!!!

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

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

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

MINI-BOSS: GOOPER BLOOPER

HP: 18

ATTACK: 2

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

BATTLE METHODS: Remember what the pixl in the first chapter told us?  Well, we
have to attack the