Super Paper Mario ----- Table of Contents ----- 1)- Getting started 1.1)- Game mechanics 1.1.1)- Your HUD 1.1.2)- Leveling up 1.1.3)- 2-D versus 3-D 1.1.4)- Obtaining and using the third dimension 1.1.5)- The Battle System 1.2)- Controls 1.3)- Pixls 1.4)- Party Members 1.4.1)- Mario 1.4.2)- Princess Peach 1.4.3)- Bowser 1.4.4)- Luigi 1.5)- Shopping! 1.5.1)- The points system 1.6)- Cards 1.7)- Revisiting Worlds 1.8)- Bricks, Pipes, and Doors 1.9)- Worlds, Chapters, and Levels. 2)- Walkthrough 2.0)- Prelude 2.1)- Chapter 1: Lineland 2.1.1)- 1-1: The Adventure Unfolds 2.1.2)- 1-2: Afoot in the Foothills 2.1.3)- 1-3: The Sands of Yold 2.1.4)- 1-4: Monster of the Ruins 2.1.5)- Interlude 2.2)- Chapter 2: Gloam Valley 2.2.1)- 2-1: Bogging to Merlee's 2.2.2)- 2-2: Tricks, Treats, Traps 2.2.3)- 2-3: Breaking the Bank 2.2.4)- 2-4: the Basement of Face-off 2.2.5)- Interlude 2.3)- Chapter 3: The Bitlands 2.3.1)- 3-1: When Geeks Attack 2.3.2)- 3-2: Bloops Ahoy 2.3.3)- 3-3: Up, Up, and a Tree 2.3.4)- 3-4: The Battle of Fort Francis 2.3.5)- Interlude 2.4)- Chapter 4: Outer Space 2.4.1)- 4-1: Into Outer Space 2.4.2)- 4-2: A Paper Emergency 2.4.3)- 4-3: The Gates of Space 2.4.4)- 4-4: The Mysterious Mr. L 2.4.5)- Interlude 2.5)- Chapter 5: Land of the Cragnons 2.5.1)- 5-1: Downtown of Crag 2.5.2)- 5-2: Pixls, Tablets, and Crag 2.5.3)- 5-3: A Crag in the Dark 2.5.4)- 5-4: The Menace of King Croacus 2.5.5)- Interlude 2.6)- Chapter 6: Sammer's Kingdom 2.6.1)- 6-1: Sammer Guy Showdown 2.6.2)- 6-2: The End of a World 2.6.3)- 6-3: ??? 2.6.5)- Interlude 2.7)- Chapter 7: The Underwhere 2.7.1)- 7-1: Subterranean Vacation 2.7.2)- 7-2: The Sealed Doors Three 2.7.3)- 7-3: The Forbidden Apple 2.7.4)- 7-4: A Bone-Chilling Tale 2.7.5)- Interlude 2.8)- Chapter 8: Castle Bleck 2.8.1)- 8-1: The Impending Darkness 2.8.2)- 8-2: The Crash 2.8.3)- 8-3: Countdown to Destruction 2.8.4)- 8-4: Tippi and Count Bleck 2.9)- The After-Credits 2.9.1)- Infinite Coins/Score Points 2.9.2)- Piccolo Quest 2.9.3)- Tiptron (Tippi replacement) 2.9.4)- Pit of 100 Trials (Flipside) 2.9.5)- Pit of 100 Trials (Flopside) 2.9.6)- Sammer Guy Tournament(Duel of 100) 2.9.7)- A Fliping, Floping Tour 2.9.8)- Arcade Games! 3)- Items 3.1)- Usable Items 3.1.1)- Recovery Items 3.1.2)- Defense Items 3.1.3)- Attack Items 3.1.4)- Special Items 3.1.5)- Field Items 3.2)- Important Things 4)- Shops 4.1)- Itty Bits shops 5)- Enemies 6)- Catch Cards 7)- Pixls 8)- Recipes 8.1)- Cooking Disk Recipes 8.2)- Ingredients 9)- Maps 10)- ASCII Maps of World 7-3 11)- Version History 12)- Copyright/Contact Information 13)- Credits ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== ---------------------- 1)- Getting started --------------------------- ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 1.1)- Game mechanics ====================================================================== Super Paper Mario is one of the strangest games I've ever played. To start, it's a platformer with RPG elements. What that means is at heart it is a platformer (2D sidescroller. Think original Mario Bros or Metroid), but with some RPG stuff thrown in (leveling up, using items, special upgrade items). ======================== 1.1.1)- Your HUD ============================ The HUD is your Heads Up Display. It shows how much health you have left, your total score, and your total coins. In SPM, your HUD is very simple. Top left of screen ------------------------------------- Top right 1: HP 00/00 2: Score: 0000000000000 3: Coins: 0000 4: 3-D timer bar ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bottom left -------------------------------------------- Bottom right 1: HP ratio. This shows how much HP you have left/How much you have total. If the number on the left hits 0, its game over. 2: Overall score. This shows how many points you've earned total. When this hits a certain number, you will level up. 3: Total coins. Coins = money. Without coins, you cant buy anything. 4: 3-D timer bar. This only appears when you're in 3-D mode. It shows how much time you have left in 3-D mode. (see section 1.1.3 for more details). ======================== 1.1.2 Leveling up =========================== Leveling up is done by obtaining a certain score. The score needed to level up can be viewed in the pause menu. When you level up, the game will pause briefly and a white screen will come up saying "Level up!" and your HP will be fully restored. Every even numbered level your HP will increase by 5, every odd numbered level your attack will increase by 1. Everyone shares the same HP. Everyone except Bowser shares the same Attack points. ==================== 1.1.3)- 2-D versus 3-D ========================== One of the main aspects of this game is you can "flip" between 2-D and 3-D. This gives you a whole new perspective of the game board. When in 2-D, the camera looks directly on the stage and Mario, creating a 2-D perspective. When you flip into 3-D however, the Camera shifts to behind Mario, adding depth (the third dimension) to objects. I'll try to explain this as best I can. When looking at an object in a 2-D perspective, you might see this: _ _ _ _ _ | | --------- | | --------- Two blocks stacked on top of each other to form a solid wall. However, if you look at the same object in 3-D, you might see this: _ | | - _ | | - The two blocks are still on top of each other, but you see that they are not stacked, they are off set, creating a passage for you to go through. ..... hopefully that makes sense to you @_@ =========== 1.1.4)- Obtaining and using the third dimension ========== Ok, so you don't actually earn the third dimension itself, but you learn the ability to see it. NOTE: ONLY MARIO CAN USE THIS ABLITIY Very, very early in Chapter 1 you meet a wizard who grants you the ability. Master this ability quickly, as you will use it profusely throughout the rest of the game. Basically, you press the A button and the camera angle shifts. That's all there is to it. Pressing the A button again will take you back into 2-D mode. You cant stay in 3-D mode forever though. When you enter 3-D, a bar will appear below your health meter. This bar tells you how much time you have left in 3-D mode. There are 10 squares on the bar. Each square is worth roughly a second. If the bar completely drains, it will sap 1 HP, then the bar will completely refill. If you exit from 3-D mode, the bar will refill on its own without damaging you. ================== 1.1.5)- The Battle System ========================= The battle system for SPM is just like the battle system for other 2-D Mario games. To attack an enemy, you jump on it. Some enemies you cant jump on, so you have to use an item/Pixl on them instead. Some characters (like Bowser) have special abilities that allow them alternate battle methods. But in short, and for the first chapter or two into the game, to attack an enemy, jump on it. ====================================================================== 1.2)- Controls ====================================================================== In Super Paper Mario, you hold the Wii Remote just like in Excite Truck: sideways with the buttons facing up and the D-pad in your left hand. D-Pad Up: Action (enter, open, talk, ect.)/ Walk forward (in 3-D) Down: Duck/guard/walk backward (in 3-D)/special attacks Left: Walk left Right: Walk right A: Flip dimensions +: Pause game/open menu 1: Use Pixl 2: Jump Pointer: point the Wii Remote at the screen to use Tippi's find and tattle abilities (see section 7)-). Shaking the Wii Remote: after you jump on something, you pause in mid air for a moment. If you shake the Wii remote, you will earn stylish points that will be added to your overall score. ====================================================================== 1.3)- Pixls ====================================================================== Pixls are essentially a secondary party member with no HP or defense, and cannot be attacked by an enemy. Each Pixl has its own unique ability that is activated by pressing 1. You can only have 1 Pixl on the field at any one time (excluding Tippi), but you can change Pixls at any time via pause menu. As you progress through the game you will find more and more Pixls. Learn to use each Pixls ability to its fullest, and remember to think outside the box when using them. See section 7)- for more specific info on Pixls. ====================================================================== 1.4)- Party Members ====================================================================== In the game, you will rescue/find 4 familiar faces. Their abilities and stats are listed here. You can only have 1 party member on the field at any one time, but you can switch between them at any time. Remember that the attack stat levels up every other level, and that HP is pooled (meaning everyone has the same amount of HP). Also remember that everyone attacks the same way: by jumping on an enemies head. Some Pixls can also be used to attack, as well as Bowser's fire breath. ========================= 1.4.1)- Mario ============================== Base attack: 1 Defense: 0 Special: can flip between 2-D and 3-D The hero and main character of the game (duh). You will be using him more then anyone else do to his flip ability. ======================== 1.4.2)- Princess Peach ====================== Base attack: 1 Defense: 0 Special: after jumping, hold the 2 button to use her umbrella to float farther. When on the ground, press down on the D-pad to use her umbrella as a shield, raising her defense to unheard of levels. You find Peach just after Chapter 1. Use her umbrella to get across long gaps safely and to defend against tough opponents. ========================== 1.4.3)- Bowser ============================ Base attack: 2 times Mario's attack Defense: 0 Special: Press down on the D-pad to breath fire. You find Bowser in Chapter 3. Bowser doesn't have much in the way of special abilities. Because of his size and weight he cant jump as high or run as fast as the other characters. You're mainly going to use Bowser as an offensive unit. Use him to clear out rooms full of tough enemies. You can use his fire breath to light candles. ========================== 1.4.4)- Luigi ============================= Base attack: 1 (times 2 when using super jump) Defense: 0 Special: hold down on the D-pad then release to perform a super jump. Luigi joins you in Chapter 6. Luigi is just like Mario minus the flip ability. You'll use him a lot later in the game for his jumping ability (especially in the Overthere). ====================================================================== 1.5)- Shopping! ====================================================================== Shopping is extremely easy. When you enter a shop, talk to the clerk. He will give you these options: Buy Sell Store Pick up Check points Buy: buy any item/s they have in stock. All prices are non-negotiable. Sell: sell items in your inventory. You have to sell the items at just below what they are worth (items vary). Store: you are allowed to store up to 32 items. You can reclaim these items at any shop. Pick up: withdraw stored items. Check points: the clerk will tell you how many points you have accumulated. For a complete list of shops and their inventory, see section 4)- ================== 1.5.1)- The points system ========================= For every item you buy in a store, you earn 1 point. After you earn a certain amount of points, you get a free item. 10 points: Cake Mix 20 points: Honey Jar 30 points: Big Egg 50 points: Fresh Pasta Bunch 70 points: Power Steak 100 points: Mega Koopa (card) 150 points: Slimy Shroom 200 points: Golden Leaf 250 points: Ultra Shroom Shake 300 points: Whacka (card) After you hit 300 points, your next purchase starts out at 1 point and follows the list again. ====================================================================== 1.6)- Cards ====================================================================== The cards system is new to the Paper Mario universe. For a complete list of cards, see section 6)- catch cards Cards can be obtained through finding them on the field (this is the only way rare cards can be found), or by using a catch card or catch card SP on an enemy. If it succeeds, that enemy will become its own card. Cards are always equipped, and never wear out. But what do they do? Simple: for every card you have of an enemy, your attack does double damage to said enemy. ====================================================================== 1.7)- Revisiting Worlds ====================================================================== In Super Paper Mario, you can revisit worlds you've already been to. Even after you beat the game, you can continue and revisit old worlds. To revisit a world, simply go through its door on Flipside Tower. If you have already obtained the pure heart from that world, you will be able to choose which level you want to visit (1-1, 1-2, 1-3, 1-4, ect). ====================================================================== 1.8)- Bricks, Pipes, and Doors ====================================================================== Bricks, pipes, and doors are the main field items in SMP. Doors are simple enough, walk up to them (you do know what a door looks like right?) and press up on the D-pad to go through them (the direction on the D-pad my change when in 3-D mode). Pipes are a staple of the Mario series. They are exactly what they sound like: a bit green, red, or blue pipe. To use them, jump on top of them and press down on the D-pad. Not all pipes are useable. Be careful though, as Piranha plants like to hide in them. Bricks (or blocks) come in 5 types: Sand, item, brown, dimensional and multicolored !. Sand blocks are brown and look like they are made of bricks. They can be destroyed by Boomer, or by hitting them from underneath (jump into them). Sand blocks can sometimes hold hidden items. Item blocks are yellow and are marked by a question mark in the center. Item blocks are permanent, in that they cannot be destroyed. All item blocks hold an item of some kind. The item can be retrieved by jumping into the block from underneath, or by setting Boomer on top of the block. Brown blocks cannot be destroyed and do not hold items. They can be identified by an X that crosses from corner to corner. Dimensional blocks appear as a yellow block with two arrows painted on it. They will only appear in one dimension at a time. In order to see and use a dimensional block, you must be in the same dimension as it. If the block is in the wrong dimension and cannot be used, you can flip into its dimension and jump into it to make it change dimensions. ! blocks are special. They come in all sizes and colors, and perform a special task when hit. That task can by anything from opening a door to moving a pipe or making a chest appear. Some ! blocks can only be hit once, and others are permanent. ====================================================================== 1.9)- Worlds, Chapters, and Levels. ====================================================================== Throughout this guide, you'll read me say "World" or sometimes "Chapter" or even "Level." These all mean the same thing. World 1-1 is the same as Chapter 1-1 or Level 1-1. In the game, they are referred to as "Chapters," however most people refer to them as "Worlds" as a reference to the old 2-D Mario games. "Level" is just a basic reference to most video games. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2)- Walkthrough ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Select a profile and enter any name you want (you're not referred to by that name) to get this game started. Note that the text in this game is actually rather funny, so pay attention when reading or you might miss a good joke. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.0)- Prelude ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -= Flipside Tower =- After a very lengthy cut scene (answer yes to Merlon's question or your game will end), you are now in control of Mario in the town of Flipside. Follow Tippi left and down the elevator. -= Flipside 2nd floor =- At the bottom of the elevator, go left and save your game, then follow Tippi right. Use the elevator. -= Flipside 3rd floor =- Follow her left. Walk up to and "use" (up on the D-pad) the pillar. Go back to the right and use the elevator again. Now use the elevator to the right of the save block you used earlier. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.1)- Chapter 1: Lineland ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.1.1)- 1-1: The Adventure Unfolds ====================================================================== Enemies: Goomba, Squiglet, Koopa Troopa, Squig, Sproing-Oing, Piranha Plant. Walk left and break/stomp anything in your way. There is a mushroom in one of the item bricks. When you reach a wall, use the brick to jump over it. Jump the gap and go down the pipe (stand on top of it and press down on the d-pad) to find a Shroom Shake. Exit through the other pipe. Continue left, up the stairs and hit the save block. Enter the house. Use Tippi's find ability to reveal a door. Enter to activate a cut scene. Answer no to his first 2 questions, then yes to his last one. Use the flip ability to find a Shroom Shake and a Shell Shock. Go back outside and save again. Flip outside the house to find 3 item bricks. 2 contain a coin, and the middle one contains Pal Pills. Walk down the stairs and flip again to find a row of coins. Finally, walk up to the wall across the gap and flip to bypass it then enter the door. Walk to the right and use the first Koopa Troopa to take out all the enemies there after. Continue until you reach an impassable pipe. Flip into 3-D and grab the Goomba card behind the pipe. There is another goomba that is only visible in 3-D mode, as well as an item brick (Mushroom) over the middle pipe. After you clear the pipes, flip back into 2-D and hit the item brick for another mushroom. Jump on top of the bricks to get across the gap. The item brick at the end of the row contains a coin, and the brick under it contains 5 coins. The next row of item bricks contain a coin, and the one on top contains a happy flower. Walk right. An impassable gap? Nonsense! Flip into 3-D to reveal a path in the background. Once over, squish the goomba return to 2-D. Jump over the gap and continue right. Enter the door. Walk right until you hit a mound with a spring next to it. Flip into 3-D and walk behind the mound. The item brick contains pal pills. Flip back into 2-D. The item brick contains a slow flower, make the most of it. At the mound, flip into 3-D. There is a large number of Squiglet's in your way. Time to make the most of that slow flower. Squish them all for a large amount of points, but watch your 3-D time bar. After they're all 6 feet under, continue right. Up the stairs (in 3-D mode there is a Sproing-Oing under the stairs), over the gap, and through the door. Watch out for the Piranha Plant's in the pipes ahead. Flip into 3-D to avoid them all together, or walk up next to their pipe until they disappear, then jump over it. The item brick contains a Mega Star (w00t!). Grab it and trash the rest of the level. Jump up and hit the star box to end the level. ====================================================================== 2.1.2)- 1-2: Afoot in the Foothills ====================================================================== Enemies: Koopa Troopa, Paratroopa, Spiny Tromp, Thwomp. Walk right. The item bricks contain some coins and a mushroom. Jump up the mountain (don't flip into 3-D or you'll fall off!). Once at the top, stand in the rd square. Enjoy what happens next. After landing, flip into 3-D to hit the blue ! block. Climb the new mountain and hitch another ride. Enter the door. Up the stairs and over the gap. Flip into 3-D to see 4 item bricks (all contain coins) that you can use as a step. Hop up to the top. HOLD IT! Don't hit those item bricks. Flip into 3-D and hit the bricks behind them first. To cross the gap, flip into 3-D and jump on top of the item bricks, then on to the brown bricks. Walk right, then jump on the second set of brown bricks. Follow them to solid ground. Flip into 3-D to avoid the Spiny Tromps and make your way up the hill and through the door. Walk right and enter the pipe. You are now in the background. Walk left and enter the house. Up the stairs and flip into 3-D. Talk to the guard. After a few sentences, flip back into 2-D. Answer his question with "red!." Exit and go back through the pipe and across the bridge. Save and enter the town. The brick contains a mushroom. Just past the mushroom brick is some brown bricks with a lady standing next to them. Flip into 3-D and enter the pipe. Flip into 3-D to make more coins appear. Exit. Jump up onto the roof to the left. Jump to the right until you find a Boomboxer card. Return to the where the pipe is. Enter the door just to the right of the pipe. Flip into 3-D and enter the pipe that appears. Flip into 3-D again to bypass the Thwomps. Enter the door. Use Tippi to reveal a door. Enter and open the chest. You now have your first Pixl Thoreau. Look him up in section 7)- for more in-depth info. Jump over the chest and use Thoreau to grab the block. Jump back over and throw the block at the blue ! switch on the ceiling (jump into the air then throw it, it'll take a few tries). Now exit and make your way back to town. Once back on the surface, enter the house to the right. Talk to the old man inside (Watchitt). (I find it funny to flip into 3-D to find that you aren't actually standing on his rug.) Walk right and enter the pipe. Enter the house then up the stairs. Answer his question any way you want, then go across the bridge and hit the star block. ====================================================================== 2.1.3)- 1-3: The Sands of Yold ====================================================================== Enemies: Squiglet, Squig, Cleft, Boomboxer, Jawbus, Cherbil, 3-D goomba, Spiked Goomba, Ice Cherbil. Bosses: O'Chunks. Walk right. The item bricks contain items in the following order: coin, coin, coin, speed flower, Zombie Shroom, Mushroom. Ok, heres a trick: when you come upon a big red tree, jump back and forth under it (in 2-D mode) 10 times to make a door appear. Me telling you this allows you to skip ahead in the level faster, as you would end up back here eventually anyway. If you want to complete the level as usual, read below. Picking up where we left off: jump over the sand river and use Thoreau to kill the Cleft by throwing them at each other (or just jump over them). There is a Squig card behind the rock ahead (3-D mode to get it). Use the bricks to get over the sand river. To kill the Jawbus, flip into 3-D and go around behind it. Flip back to 2-D and jump on its tail. Enter the door. Go right and jump over the sand river. Jump over the large rock, then flip to get behind the wall. Jump over the sand rivers (there is a Courage Shell behind one of the rocks). You're now at a dead end... no, no tricks, it really is a dead end. Go back to the other side of the wall and flip in front of the big rock. Its got an arrow on top of it! Follow the arrow. Flip back into 2-D once you're across the gap. Go left and read the statue. Good. Now go back to the door you entered from. Go left until you find a red tree. Jump under it 10 times to reveal a door. Enter. Go right. You could just flip into 3-D and walk across the sand, or you can jump up on the brown blocks, use the spring, and hitch a ride across. Once across, one of the item bricks contains a zombie shroom. Continue right. Flip into 3-D to reveal a path across the sand. Flip again to get around the brown bricks. Use the spring and land on the bricks above the blue ! block. Jump to the right and land on the brown block, then use Thoreau to activate the block. Hitch a ride over the sand. The item brick contains a mushroom. Walk right. Save. Go into 3-D and jump on top of the save block, then jump onto the brown bricks. Flip back into 2-D and jump from brick to brick until you find a pipe. Enter the pipe. Flip into 3-D to double the amount of bricks. All the bricks contain coins, except the final one on the second row. It contains a Super Shroom. Exit and save the game again. Enter the door. Boss fight! O'Chunks HP: 20 Attack: 1 Defense: 0 His attacks consist of trying to jump on you. Use Thoreau when he lands to pick him up and throw him. This will give you a chance to jump on him. Sometimes he'll try to pick you up and throw you, but its not that big a deal, just keep your distance. Enter the next door. Walk left and ride the platforms until you reach a door. Enter. Read the statue, the flip into 3-D and read the other side of the statue. Past the statue there are some coin bricks. Exit through the door you came in through. Now go right (there is a zombie shroom behind one of the rocks), and use the spring to reach some more moving platforms and eventually a door. Enter. Walk right until you find a blue platform. Stand on it and press 1 and - at the same time. Walk up the stairs and hit the star block. ====================================================================== 2.1.4)- 1-4: Monster of the Ruins ====================================================================== Enemies: Squiglet, Buzzy Beetle, Spiky Tromp. Boss: Fracktail, Frackle. Down the stairs and through the door. Go right. Jump over the sand rivers and use 3-D mode to bypass the fire wheel. Jump up on the item block and jump right. Down the ladder to find a life shroom. Go back to the item brick. Enter the door to the right. Again, use 3-D mode to bypass the flame wheels. Go all the way to the end of the hall until you find some bricks that are only viewable in 3-D mode. In 3-D mode, jump up and hit them. Now switch back to 2-D. Cool huh? Enter the door. Use 3-D mode to bypass the tromps, then climb the ladder and open the chest. Go back through the door. Use the key to open the locked door you passed earlier. Hit the save block. The item blocks aren't worth the hassle, so just continue right. Use 3-D mode to bypass the Tromps again, and, while still in 3-D mode, jump on the item brick and use it to reach the door. Fall down to the right. Grab and throw an enemy into the switch (if you're close to leveling up, there are infinite enemies in this room). Climb back up the ladder and through the door. Go back to where the sand pit was (with the coin bricks) to find a key. Jump up and use Thoreau to grab it. Go back to the right and unlock the door. Down the stairs and use Tippi to reveal a ledge under the door. Enter by jumping off one of the stairs. Walk right into what appears to be a dead end. Flip into 3-D to find a path off to the right. Follow it and open the chest for a Buzzy Beetle card. Follow the path back. This time go left and flip into 3-D underneath the key. This will reveal a passage in the wall where the key is actually at (quite the optical illusion eh?). Go back and unlock the door. Use the spring and continue to the left. Dead end? I think not. 3-D mode! Climb the ladder. Jump on the blue ! block and be ready to run to the left. Ready? RUN! Go back and press the red button. Fall down the hole. Neat huh? Enter the door. Go into 3-D mode to reveal what order to hit the blocks in (1, 2, 3, 4). Up the stairs. Save and grab the super shroom from the item block. Enter the pipe. Pay close attention to this conversation. It is really funny. Note that when the dragon thinks, the Wii shop channel icon appears in his eye, and the reference to Zelda II with "I AM ERROR." Boss fight! Fracktail HP: 18 Attack: 1 Defense: 0 Ok, very easy yet complex fight. The antenna is its weak point, but you cant hit it. When he comes strait on from the back ground, dodge it by running left or right. When he comes from the right, flip into 3-D, dodge his head, then jump on his tail. You are now on his back. Use Thoreau to grab the enemies that spawn and throw them at his antenna. He will eventually throw you off. Rinse and repeat. Enter the door and go down the stairs. ====================================================================== 2.1.5)- Interlude ====================================================================== -= Bleck castle =- You are now in control of Peach. Follow the Koopa. After the first door, keep going left and through any door you find. -= Flipside Tower =- Well, that was interesting, no? Use the elevator on your left. -= Flipside 2nd floor =- Follow Merlon. Follow Merlon some more. -= Flipside 3rd floor =- Walk left. Cut scene. Back down the elevator. -= Flipside 2nd floor =- Walk left and enter the shop (shops have a mushroom sign out front). To the owner and buy a Fire Burst (while you're here, buy, store, and/or sell what ever else you feel like). Exit and take the down elevator to the right. -= Flipside 1st floor =- Walk right and enter the bakery (the bakery has a picture of a tea pot on the outside). Talk to the lady and give her the fire burst. Now go back up to Peach. (Left, Up, Right, Up). -= Flipside 3rd floor =- Walk left. Give the soup to Peach. Cut scene. -= Flipside 2nd floor =- Peach is now in your party. Walk outside Merlons house and flip into 3-D. Wse the key to unlock the gate to the right. Go back into 3-D mode to find a hidden path to the right. Follow the path then flip back into 2-D. Walk right and enter the pipe. Walk left until you come to a sign. Flip into 3-D and follow the hidden path. Walk left and use 3-D mode to get up on the rocks. Switch to Peach and use her umbrella to float from stone to stone. Place the heart in the pillar. Use the Return pipe to return to Flipside tower. Take the elevator down, save and stay at the inn (to the right, the inn has a picture of a bed on it) to replenish your health if you need to. Enter the new door that opened on the Tower. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.2)- Chapter 2: Gloam Valley ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.2.1)- 2-1: Bogging to Merlee's ====================================================================== Since Peach is a new member, you're going to be using her a lot. Keep her out as your main character, and switch to Mario when I say to flip into 3-D mode (since peach cant do that). Enemies: Koopa Troopa, 3-D Koopa Troopa, Squig, Growmeba, Spiked Goomba, Shlurp, Swooper, Paragoomba. Walk right. Use Peach's umbrella to jump over the water. 2 of the bricks ahead contain coins. Jump on top of the second brick that had a coin and use Peach's umbrella to cross the water. Flip into 3-D. Hit the dimensional blocks so they appear in the 2-D plain. Use them to jump up to the green platform. Use Peach to jump from platform to platform until you reach a pipe. Enter the pipe. Kill the enemies inside to make a chest appear. Exit, fall down, and open the door. The item brick contains pal pills. Walk right and skip the first door you find. Continue until you find a pipe. Jump on top of it, then jump to the brown blocks to the right. Hitch a ride up, then use Peach's umbrella to float to a pipe on the far left. Use Peach's umbrella to cross the gaps and make your way to a blue ! switch. Hit it, then make your way back to the door that appeared. The item brick contains a mega star. Grab it and smash your way to the next door. The item brick contains a slow flower. I would say make the most of it, but theres nothing to use it on. Anyway, use that brick to jump onto the brown blocks, the flip into 3-D to reveal another dimensional block. Hit it, the flip back. Use it to jump to the green platform above. Follow it right, then fall off at the end. The item block contains a happy flower. Continue right and enter the pipe. Use Tippi's ability to find a blue ! block. She wont make it visible, so you'll have to try to hit it without seeing it. Enter the pipe that appears. There is a Growmeba in this room. Use Thoreau to grab one of its clones, then throw it at the real one. Open the chest that appears. It doesn't matter how you answer his questions. All right, jump over the chest and set Boomer in front of the crack in the wall. Flip into 3-D and walk through the hole he creates. Open the chest for a Watchitt card. Exit the pipes. Go to the right and hop on the brown bricks. set Boomer in front of the sand bricks and watch. Now jump up to the door. DON'T ENTER. Keep jumping and enter the 4 (and final) door in the row. Walk left and flip into 3-D to reveal more sand bricks on the floor. Set Boomer on them and fall through the hole. Hit the ! block, fall through the next hole, and enter the door. Jump down 2 doors. Enter and do the same as above, minus the blue ! block. Now jump to the door on the far left. Enter the door that isn't shiny. Walk right, flip into 3-D and fall into the hole. Grab the two cards, then jump out and hit the star block. ====================================================================== 2.2.2)- 2-2: Tricks, Treats, Traps ====================================================================== This level is pretty fun, what with the traps and all. Enemies: Gnip, Gnaw. As soon as the level starts, flip and go behind the bushes to the left. Get the coins, exit, flip back to 2-D. Walk right until you find a brown block. Stand on top of it and jump to find a sand block with a ladder. To get on it, carefully walk to the extreme edge of the brown block, then jump up. You should slide around the side of the sand block and then be able to press left or right to land on it. Climb the ladder and get off on the sand blocks. Use Peach's umbrella to float to the top of the building. Open the chest for a stop watch. Flip into 3-D and walk off the front-center of the building. You should land on a ledge with a chest containing a Cursya card. Jump off and enter the building. Once inside, flip into 3-D to avoid the Gnip. Go into 3-D mode at the top of the stairs and enter the door behind the curtain. Ok, this is the only door that you are required to go into, but I recommend you go into all of the. They are a good learning experience. But, if you don't feel like it, read on: Save, then walk right. Jump up the stairs and enter the last door. Walk all the way right and throw the switch. Wait until the spikes are about to crush you, then flip into 3-D. Dodge the spikes then jump on top of them. Let them carry you to the top. Walk left, then use the small platform to jump to the larger one over head. Use Boomer, then 3-D, the Boomer, then 3-D. Jump up to the next platform and open the chest. Use a 3-D view to fall back down to the floor, the exit and save your game again. Use 3-D mode and some fancy maneuvering to unlock the door behind the Gnaw. Enter and hit the star block. ====================================================================== 2.2.3)- 2-3: Breaking the Bank ====================================================================== This is the shortest level in the game... that is, if you have the proper codes... Enemies: none. Walk right and hit the item block. Well, wasn't that fun? Ok, jump up on the item block, then jump to the platform on the right. Use Peach's umbrella to get to the platform on the left. Flip into 3-D and walk through the wall. Open the chest. This Pixl is going to save your life many times over. Get acquainted with it now. Go back through the wall and jump the gap with Peach. Flip into 3-D and use Boomer to blow out the sand blocks. Open the chest for a Boo card. Walk back through the opening and jump up the plaforms. Walk all the way left and flip to walk through the wall again. Hit the sand block and climb the ladder. Use Slim to pass through the electric things. Remember, you have to remain still and let the things pass over you, then walk to the next one and do the same. When you come to a door, use the keypad beside the door and enter the code 41262816. Now walk all the way back down to where you broke the vase... thing. Go to the right and enter the door. Save you game and talk to the lady. Select "pay off some rupees" Ooookkkkkk..... jump over the desk and flip into 3-D, then use Slim to get through the bars and hit the star block. ... told you it was short level. ====================================================================== 2.2.4)- 2-4: the Basement of Face-off ====================================================================== Enemies: Boo, Mister I, Swoop, Cursya, Atomic Boo, Shlurp. Boss: Mimi Flip into 3-D and go behind the stairs to find a mushroom. Walk right, save, and enter the far right door. Enter these doors to clear the maze: Top right corner. Top right corner. Walk left and flip to reveal dimensional blocks. Use them to reach the upper platform. Refuse all of her offers. Enter the door behind her. Walk to the right and use Slim to fall through a crack in the floor. Enter the door. Walk right, flip into 3-D, jump on the item bricks, then jump to the door. Use the blocks in the middle of the room to reach the to right door. Flip into 3-D and hit the dimensional blocks to reach the door in the top left. Use Tippi to find a hidden stair case. Enter the door. Grab the super shroom and save your game. Enter the woman's rest room. Open the doors until you find Merlee. Ask them whatever questions you want, then pick the Merlee with the fly buzzing around her. Boss Fight! Mimi HP: doesn't matter. Attack: 1 Defense: 0 Its weak point is its head. Attacks: 1) walks on the ground and shoots rupees at you 2) jumps on the ceiling and fires rupees down at you 3) causes a wave of rupees to streak across the field Defenses for these attacks: 1) dodge, its easy 2) again, just dodge it 3) use Peach's umbrella (down on the D-pad) when attacking her, use Thoreau to grab a rupee she fired. Throw it at her to disable her, then jump on her head. If shes on the ground, grab a rupee and get right under her, then jump up to ensure the rupee hits its mark. Every time you jump on her head, she looses a leg and gets slightly faster (is that even possible?). Once she runs out of legs (in 6 attacks), you win. Oh, and if you flip into 3-D, you'll see that Mimi is actually a robot. ====================================================================== 2.2.5)- Interlude ====================================================================== -= Bleck Castle =- You now control Luigi. This is just like when you controlled Peach a while back. Go left and through the door. Continue going left and through all doors in your way. -= Flipside Tower =- A man in green? I wonder how that could be *rolls eyes* take the elevator down and save your game. -= Flipside 2nd floor =- Flip into 3-D. Go through the gate you unlocked last time. Go back into 3-D mode to find a hidden path to the right. Follow the path then flip back into 2-D. Walk right and enter the pipe. Walk until you find a pipe that is capped off with blocks. Use Boomer and enter the pipe. Walk right until you hit a wall. Flip into 3-D, then use Slim to get through the wall. Use the pillar. Stock up on whatever supplies you need, and use the inn if you have to. Save and go through the new door on Flipside Tower. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.3)- Chapter 3: The Bitlands ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This is probably the funniest world in the game. ====================================================================== 2.3.1)- 3-1: When Geeks Attack ====================================================================== Enemies: Koopa Troopa, Piranha Plant, Spiked Goomba, Hammer Bro, ParaGoomba, ParaKoopa, Magikoopa, Bullet Bill, Bill Blaster, Mega Koopa, Koopa Striker, Back Cursya, Blomeba. Boss: Bowser Well this worlds off to an interesting start yes? Walk up and use the bush. He will give you some hints, but you're reading a guide, so there's really no need to list them here. Oh, and Barry wont join your party until after chapter 3. Past the sand bricks and over the gap, you can either climb the mountain or flip to bypass it. over the next gap and flip to get around the pipe. You'll also see a dimensional block; go ahead and hit it, but you're not going to use it just yet. Save your game. Trick: if you want to finish this level quickly (you're going to miss out on a lot of experience points and items), you can fall into the gap in between the red pipes. If you do, skip ahead until you see the words "END TRICK." Ok, jump over the gap and continue forward until you find a blue pillar. Flip into 3-D to see its actually stick figure (all of the pillars are, and they are rather funny). Position yourself to its right and jump up on its leg, then to its head. Flip back into 2-D and jump to the right until you find a chest. Open to find a Piranha Plant card. Fall down and enter the pipe. Walk left and enter the first pipe. Destroy the Blomeba and open the chest for a thunder rage. Enter the pipe that appears. Keep going left to collect an ice storm. Now go back to the right and enter the original pipe. Save your game again and jump up on the dimensional block. Use it to reach the pipe. Hit the sand block to make a ladder appear. Climb the ladder and enter the door. Walk to the left and hitch a ride across the gap. Use Boomer to kill the piranha plant, then use Peach to float from that pipe to the one on the left. Enter the pipe. Walk to the right until you find your prize: a Catch card SP, DON'T USE OR THROW THIS CARD AWAY! Now walk back, enter the pipe, then walk back to the door. Ready? Hit the item block and grab the star. Demolish the rest of the level until you reach the next door. Enter and watch. XD Coolest. Thing. Ever. Try to use the Catch card SP on him. This is your only chance to get the Mega Koopa card (unless by some off chance the card dealer is selling one). Now Run to the left and grab a star of your own, then rampage to the right until you find a blue ! block. Hit the block and read the sign if you want. Walk all the way back left and enter the door you came through. Again, walk all the way left and enter the door. Drop down and save your game, then fall in the gap in between the rid pipes. END TRICK. Walk right (one of the blocks contains pal pills). Continue to the right until you reach a pipe. Kill the plant (with Boomer) and enter the pipe. Collect your coins and flip into 3-D to find a caught card SP. Exit through the next pipe. Go right and jump the gap. Jump up the stairs. Flip into 3-D to find a pipe. Enter then flip into 3-D to find dimensional blocks. Hit them to reach the item blocks. Exit through the same pipe. The elevators on the right go down, but you don't want to. Just use them to jump across to the next platform. The final block contains a mushroom. Jump across the up elevators, but don't enter the pipe. Flip into 3-D to find some coins, then go back to the up elevators. Ride them all the way to the top and jump off to the right. Enter the first pipe. Collect your coins then flip into s-D to find a Magikoopa card. Flip back and exit through the same pipe. Enter the second pipe. Save your game, then walk right. Continue until you reach a castle and a cut scene. Jump over the castle; the next castle, jump up in between bullet bills. Then use Boomer to take out the bullet bill blaster. The third castle, set Boomer right next to the wall. Boss fight! Bowser HP: 20 Attack: 3 Defense: 0 Attacks: 1) fire breath 2) jumping on you 3) spiky head so you cant jump on him Defense against attacks: 1)When he is about to breath fire, he jumps away from you. This is your cue to run. 2) Dodge. This is your chance to attack 3) Don't jump on him. duh. Strategy: dodge his fire breath. When he tries to jump on you, set Boomer on the ground and detonate him when Bowser lands. Bowser is now on your team (yay!). Continue right and hit the star block. ====================================================================== 2.3.2)- 3-2: Bloops Ahoy ====================================================================== Enemies: Cheep Cheep, Blooper, Bittacuda. Boss: Big Blooper Underwater. Didn't see that one coming. There are a lot of coins in both 2-D and 3-D. I cant document them all, so you're on your own. When underwater, Bowser is the only character that can damage enemies. Use his flame breath (this game has excellent physics >_>) Swim right and switch to Mario. Flip into 3-D to find a passage around the whirlpool. Continue right until you find a pipe surrounded by brown blocks. Flip into 3-D, save your game, then enter the pipe. In this section, tentacles with come out and try to hit you. You cant damage them, but Bowser's fire breath will grant you safe passage. Also, watch out for little vortexes. They will try to suck you in and will transport you back to the start of the level. When you reach the second tentacle, swim up to find an air pocket. Jump out of the water, flip to find a cold bar, then enter the pipe. Go right and enter the door (underwater). Use Bowser to kill everyone in the room, then open the chest. With Thudley now in your party, swim left over top of the pole beside the door. Press 1 to pound the post and open the door. Enter. Swim/walk left back out the next door. Jump down in the water and continue back to the left. Enter the pipe overhead. Flip and save your game. Go left to find 6 poles. They are all in the up position. Pound them with Thudley until they are in this pattern: up, down, down, - up, down, up. (if you accidentally pound the wrong one, pound it again to raise it back up) Enter the door that appears. Swim right until a giant blooper appears. Boss Fight! Big Blooper HP: 18 Attack: 2 Defense: 0 Attacks: He doesn't have much in the way of attacks. He will send a tentacle up and try to poke you, but its slow and easy to dodge. The only way to damage him is to pound his red tentacle. To do this, stay in the center of the arena. When a blue tentacle comes up, dodge it. When the red tentacle comes up, swim over top of it and press 1. After you're done with him, swim right, enter the pipe, and hit the star block. ====================================================================== 2.3.3)- 3-3: Up, Up, and a Tree ====================================================================== This level is a PAIN. You'll see. Enemies: ParaTroopa, Paragoomba, Crazee Dayzee, Lakitu, Spiny, Poison Cherbil, Blomeba, Tileoid G and B, Fuzzy. Boss: Dimentio Walk right to find a giant tree. Hop onto the following platforms: Green - center Brown - right Yellow moving - center Green - left Brown - center Brown - center (above the last one) Green - left Green - center Brown - right Brown - left Flip and hit the dimensional blocks Dimensional bocks - left Green - left (above) Switch to Peach and use her umbrella to reach the brown blocks on the right. Green - right (above) Green - right (above) Green - Use Peach's umbrella (again) to the left. Green - left (above) Green - center Brown - right Pound the pole. Yellow moving - center Green - left Brown - left Flip into 3-D to find a bridge across the gap. You are now on brown - right Green - center Green - left (above) Brown - left (above) Green - center From here, you can use Peach to jump to a pipe. The pipe only contains coins and is not worth the hassle. Green - center (above) Green - left Brown - far left Brow - center Finally! The door! Use Bowser's flame breath to free it. This next part is the PAIN I was talking about. Ok, jump onto the moving platform to the right. Jump off to the left. Enter the pipe. Save, then hit the Blue ! block. Go back through the pipe. Jump up the pink stairs Hit the ! block Jump up the blue stairs Jump onto the moving platform Jump onto the next moving platform on the right. Stay on it and pound the pole to the right. Climb down the ladder and hit the ! block. Climb back up the ladder. Jump back on the moving platform and jump off at the top to the right. Jump onto the pink platform Jump onto the brown platform Jump onto the moving platform Jump onto the brown platform Flip and enter the pipe Use Slim to avoid the spikes. Remember to stand still just before the spikes come up. Hit the ! block Exit through the same pipe Jump to the blue platform Jump to the brown platform. Ok, this one is complicated. Use Boomer to hit the switch, then set Boomer beside the switch and run up the platforms before they disappear. Jump onto the blue platform Jump onto the moving platform Jump onto the next moving platform Jump into the pipe for a Peach (2) card Exit and jump back onto the moving platform Jump off to the left and enter the pipe Jump on the moving platform and use Slim to get past the spikes. Fall down and set Boomer beside the switch. Jump out of the hole before Boomer explodes. Exit the pipe. Use Peach to cross the gap. Jump onto the pink platform Flip into 3-D and jump onto the brown blocks. Hit the blue ! block Use Thudley to get the super shroom Fall all the way back down to the first pipe you entered. Save your game and enter the door. Wasn't that FUN? Boss Fight! Dimentio HP: 30 Attack: 2 Defense: 0 Attacks: 1) will create a crystal above his head and throw it at you 2) will clone himself, forcing you to find the real one 3) will draw squares on the field. Don't get caught in one, or they will explode. Defense against attacks: 1) dodge it. 2) luck of the draw. Jump on which ever one you want. 3) Jump on top of one of the squares. Strategy: watch out for the square attack, its deadly! Besides that, wait for him to fly down close to you and jump on him. With that out of the way, we just have one more set of platforms to jump up. Take any path you want, so long as you go up. You'll eventually reach a large brown platform. Wait until you see a red band of wind coming, and jump on it. Ride it until you reach a pipe. Jump off and enter the pipe. Flip into 3-D for some coins, the hit the star block. ====================================================================== 2.3.4)- 3-4: The Battle of Fort Francis ====================================================================== Enemies: Chain Comp, Meowbomb, PatrolMeow, AirMeow, SurpriseMeow, SecuriMeow, BigMeow. Boss: Francis Walk right and flip into 3-D. Enter the pipe. Use Thoreau to hit the block. Grab the key, then go back and open the front door. (I've heard of people storing keys under they doormat, but this takes it to a whole new level.) Save your game, flip, and enter the pipe behind the next door. Hit the dimensional block, then flip into 3-D. Use it to bypass the spikes. Pound the blue ! switch. Answer his question however you want. Use Carrie to get over the spikes, and exit through the same pipe you came in through (remember, the pipe is in 3-D). Save again and enter the door on the right. Go all the way right and enter the next door. Go right, flip, climb the stairs, enter the door at the top. Go left and pound the ground under the first door. Enter. Use Carrie to cross the spikes and enter the door. Talk to the cat bot. Answers are as follows: True True True 2323 Hit the item block for a super shroom. To get to the chest, jump ontop of the cat bot and use it for a spring to reach a hidden platform (you can also read various notes left by Francis... talk about Nerd.) Exit the room and go back across the spikes. Pound underneath the other hanging door and enter. Flip and jump onto the block near the door. Flip and switch to Peach. Float across to the other block and flip again. Climb up the stairs and enter the door. Use Thoreau to grab a flying cat bot and hit the ! switch. Cross the bridge and enter the door. Talk to the cat bot and answer: True True True 2828 Grab the key just like before, and return to the save block at the start of the castle. Save, then go though the door on the right. Walk right and switch to Peach. Use Peach to put the keys in the door. Answers: True True True True True True True True True True (... Nerd.) Enter the door as Peach, or the security system will try to fry you. Answer his question however you wish (... Super nerd). In the end, his computer gets smashed. Boss Fight! Francis HP: 40 Attack: 2 Defense: 0 Attacks: 1) takes out his camera and flashes you. Doesn't do any damage, but it does disorient you. 2) Take out his computer and summons cat bombs to blow you up. 3) Grabs you with his tongue and bits you. Defenses against attacks: 1) you don't really need to block this one 2) either destroy them before they blow up, dodge them, or hit Francis before he summons them. 3) Jump over it and/or run away. Strategy: there are 2 ways to beat Francis: 1) use Mario to track him while he's cloaked (3-D mode), then jump on him just as he comes out of hiding. 2) Use Bowser and breath fire on him whenever he appears. It's a little trickier, since you cant track him and therefore have no idea when he is going to show up. ====================================================================== 2.3.5)- Interlude ====================================================================== -= Flipside Tower =- Before heading off to the heart pillar, re-enter world 3-1 and talk to Barry again to have him join your party. Use the return pipe then take the elevator down. Save and flip into 3-D. Enter the unlocked gate (again) and take the secret path (again). This time, go left and use Thudley to pound the pillars so they look like this: down, up, down, up, down. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.4)- Chapter 4: Outer Space ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Note: Make sure you have at least 100 coins before starting this chapter. This chapter requires a little of set up before you can actually play it. Enter the new door in Flipside Tower, only to find that theres no air in outer space (yet Mario can breath underwater. Yeah, this game has excellent physics). You find yourself back on Flipside Tower. Go down and talk to Merlon. Exit Merlons house and go all the way right. Take the elevator up and talk to the first kid you find. Take the elevator back down. Walk left and use the first down elevator you find. Again, go right and take the first down elevator. Walk over to the water and release the fish. (while you're here, you can swim down into the water and come up the other side to find Flimm. He might have something of interest... or not.) Now go up and use the door on Flipside Tower. Put on the space helmet and get floating! ====================================================================== 2.4.1)- 4-1: Into Outer Space ====================================================================== Enemies: Jellien, Foton, Warpid. Barry is going to be your main Pixl for this level. Follow the S.O.S's and float down and to the right. When you reach a sparkling section where the S.O.S's are coming from, use Tippi to find a ship. Use the ship. You are now a subordinate to a squid... congrats. Luckily, this squid breaths balls of energy. Hold A for as long as you want (it really doesn't matter) then release. Of course, it couldn't possibly be that easy. You can use his energy balls at any time by pressing 2; its one of the only ways to kill enemies in space and is most definitely the fastest. Float right until you come across a save block. Save, then back track to the nearest rock. Flip into 3-D to find a Foton card. Save again, then enter the wormhole. Again, float right and enter whichever wormhole you want. Float right, and enter the farthest right wormhole. Float right and flip to find a catch card SP, then float back left and enter the farthest left wormhole. Go right until you see a wormhole and a pipe in the background. Flip to find a wormhole behind a rock. Enter, then enter the pipe. Grab your coins (flip to find even more), then go back through the wormhole. Keep going right until you find the star block. ====================================================================== 2.4.2)- 4-2: A Paper Emergency ====================================================================== Enemies: Longator, Boing-Oing, Choppa, Hooligon, Beepboxer, Fuzzy, Ice Cherbil. The layout of this level is pretty complex merely because you cant see where your jumping or what you're suppose to land on. Walk right and knock on the bathroom. Continue right and jump over the gap. Jump up on the brown blocks overhead to find a mushroom. Jump down until you find a door. jump up one platform and flip to reveal a passage and a row of coins. Now you're stuck in a pit... or so it seems. Flip to reveal stairs. Jump up them until you reach a weird looking rock and a lightning bolt. Continue right. Fall down the hole and flip to find an ultra shroom shake. Jump back up and to the right until you find a stack of sand blocks. Use Boomer then enter the door. Save, then jump right. Flip and use Slim to get through the crack. Jump back up to the left and hit the ! block. Jump right and enter the door. Use Tippi to find an item block. Grab the mushroom and exit. Walk over to the right edge and flip to reveal a small walkway. Cross and hit the item block for pal pills. Don't enter the door just yet. Instead, jump up and to the left and enter the pipe overhead. Flip to find even more coins. Exit and walk right (don't enter the door below you). Fall down the hole and flip to find a passage. Jump up the blocks and enter the door. The upper block contains a super shroom, and the final lower block contains a star. Hit it and demolish the stage. Enter the door at the end. Flip to find some space food behind the pipe, then jump on top of the pipe. Enter the door. Talk to the old man inside. Say No until he offers it to you for 10 coins. Now go all the way back to the bathroom at the start of the level (save your game along the way). Give the guy in the bathroom the paper. Go back over to the right until you find that weird rock with the lightning bolt again. Use Fleep on the bolt. Go back to the left and use the key on the locked door. Hit the star block and finish this level. ====================================================================== 2.4.3)- 4-3: The Gates of Space ====================================================================== Enemies: Jellien, Foton, Warpid, Hedron, Eeligon, Warpid. Go right until you find a red X (you cant miss it) use Fleep on it (on your way, theres a shooting star hidden in the sand blocks). Float over and use Squirps on the squirp-shaped hole. Enter the door. Again, use Fleep on the red X and squish Squirps in one of the holes. Go right, save, and enter the wormhole. Go down and to the left and enter the blue wormhole for some coins. Exit, then go up and to the far right corner. Hidden behind some Hedrons and brown blocks is another blue wormhole. Enter, go right, then enter the shop. You do have 100 coins on you, right? Good. Buy the Golden Choco-bar. Exit via Blue wormhole, then find the purple wormhole again to return to squirps. Save, then give Squirps the chocolate. Enter the door and hit the star block. ====================================================================== 2.4.4)- 4-4: The Mysterious Mr. L ====================================================================== The Whoa Zone. One of the most complicated puzzles in any game I've played. Remember, when I say "up" I mean up in relation to the screen, not in relation to the character. If the Tileoids give you trouble, switch to Bowser to kill them quickly. Enemies: Tileoid Y and R, Barribad, Pigarithm, Hooligon. Boss: Mr. L Ok, go right, save, then enter the door. Go right and grab the mushroom in the block. Jump up on the block, then onto the platform to the right. Flip into 3-D to find a door; enter. Go left and use Peach to cross the gap. Enter the door. Use Mario to kill the Barribad and grab the key. Exit, fall down the gap, jump up the stairs, and flip to enter the door. Enter the door below you. Walk right and flip into 3-D to find some hidden stairs. Jump up then flip back. Go left and enter the locked door. How did that happen?! Simple, it's the Whoa Zone. Anyway, go right and enter the next door. Again?! Are you beginning to see why this puzzle is so complex? Walk up and use Peach to cross the next 2 gaps (I don't want to know how she does that) (you will jump over a door) enter the door you land near. Whats that? You say you want things to get even more confusing? Goood. Walk down the stairs to the right and flip into 3-D. Fall down the gap behind the stairs. Hit the block with the arrows on it, then walk right and enter the door. Walk right and use Peach to cross the gap (again, I don't want to know), the Mario to flip and find the door; enter. Walk right and open the chest, then turn and exit through the same door. Go left and exit through the door. Walk left and hit the arrow block again, then flip into 3-D and jump back up to where the stairs are. Exit through the door on the left. Walk down and enter the first door you come across. Walk down and enter the next door. hooray! We're rightside up again! Flip into 3-D and enter the pipe. ... NOOO! Lol. Ok, grab your coins and exit through the same pipe. Walk right and enter the locked door. Hit the arrow block to get over the wall, then hit the next arrow block to flip back upright, and use Tippi to find the door; enter. Walk right and hit the arrow block. Walk up and hit the next arrow block. DON'T ENTER THE DOOR. Hit the arrow block again and walk down. Enter that door. Walk down and enter the door. Walk right, grab some shrooms, then enter the door. Walk left, open the chest, walk back right, enter the door, walk left, enter the door, walk up, enter the door. Walk down and hit the arrow block, then hit the block again. Walk up and hit the next arrow block. Now enter the door. Hit the arrow block, save, and enter the locked door. Boss Fight! Mr. L HP: 40 Attack: 3 Defense: 0 Attacks: 1) jumps on you 2) tries to heal with Shroom Shakes. Defense against attacks: 1) use Barry 2) jump on him before the shake takes effect. Strategy: Um... use Barry when he jumps and attack him when he tries to use a shake... Boss Fight! Part 2. Brobot HP: 255 Attack: 4 Defense: 3-6 Attacks: 1) shoots lasers 2) shoots missiles 3) tries to suck you in and chew on you. Defense against attacks: 1) dodge 2) dodge (is pretty easy) 3) run away when you see his mouth open Strategy: the only way to damage him is to use Squirps. Keep a continuous blaze of fire on him to take him down. You will notice some candy bars floating past as you fight. Grab them whenever you can. All their effects are temporary: Blue: make you invincible. Yellow: speed you up Red: increase your firepower Green: shoot a very powerful missile Purple: give you double the fire power After, follow Squirps through the door. ====================================================================== 2.4.5)- Interlude ====================================================================== Alright, save your game. Its time to enter Flopside. First, make sure you have at least 300 coins. -= Flipside 2nd floor =- Walk left and take the elevator down. -= Flipside 1st floor =- Walk right and use Boomer on a crack in the wall. Flip and walk through the hole. Walk left and use Fleep on the window in between the two buildings. Hit the block, then flip and walk across the bridge. Enter. -= Mirror Hall =- Hit each block 1 time. Flip and enter the door. Flip again and walk across the bridge. -= Flopside 1st floor =- Walk left, flip and enter the hole. Walk right and take the elevator up. -= Flopside 2nd floor =- Walk left and talk to Nolrem. Save. Flip into 3-D and walk forward. You go 300 coins right? Good. Talk to the guy that is only visible in 3-D. Have him make a pipe. That pipe is going to make your life a lot easier in the future. Now, go right and take the elevator up. -= Flopside 3rd floor =- Walk right and use the heart pillar. Do whatever else you want in either city or world, then enter the next world on Flipside Tower. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.5)- Chapter 5: Land of the Cragnons ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.5.1)- 5-1: Downtown of Crag ====================================================================== Enemies: Floro Sapien, Putrid Piranha, Moon Cleft, Back Cursya, Shlorp, Muth. This level is pretty strait forward (a nice break from the Whoa Zone). After a cut scene, exit the house and fight some Floro Sapiens. Next, follow the flowers over the bridge and save. Enter the door. Go right and enter the second pipe. Defeat the Shlorps and open the chest for a Bowser (2) card. Exit through the pipe. Go left and over the mountain. Fall down the other side of the mountain and flip to find a Moon Cleft card. Jump back up the mountain and use Peach's umbrella to cross the gap. Fall down to the right again and hit the blocks in this order: Left Right Middle Enter the pipe. Give chase to the right. Either use 3-D mode to bypass the Muth, or Bowser's flame breath to kill them (the later is well worth it.) Now hit the blocks in the following order: Middle Right Left Left Right Middle Right Left Right Right Middle Right Right Left Middle Middle Left Left Left Right Left Left Left Middle Middle *pants* ... enter the pipe. Walk right and enter the pipe. Hit the star block. ====================================================================== 2.5.2)- 5-2: Pixls, Tablets, and Crag ====================================================================== Enemies: Pokey, Putrid Piranha, Squog, Cheep Cheep, Clubba, Rawbus, Tech Cursya, Cherbil, Stone Buzzy, Amazy Dayzee. Boss: O'Chunks Walk right until you come to a gap filled with water (there is a primordial fruit behind the pipe). Jump in and swim to the bottom. Open the chest for the Water Tablet (to get out, flip to find an item block, and jump from there back into the water). Enter the door on the right. Walk left till you are standing under a door. Use Boomer to blow up the blocks (they are actually sand blocks) then hit the Blue ! switch and enter the door. Walk right and use Fleep on the lighting bolt. Hit the switch. That did nothing to actually help you, but it was fun. Flip into 3-D and walk forward. There are a lot of items in the 3-D only blocks ahead. Grab them and look for a hidden path to the left (3-D mode). Follow the path down. Walk right and use Bowser's fire breath on the stone. Fire Tablet! Ok, exit via secret path, then by the door on the left. Walk all the way right until you find a save block. Save, then return to the brown blocks you saw just before the door you passed up. Jump on top of them, then jump again to find hidden blocks containing mushrooms. Enter the door. Walk right and jump over the gap to be ambushed by O'Chunks. Boss Fight! O'Chunks HP: 40 Attack: 2 Defense: 0 Attacks: 1) jump on you 2) grab and throw you 3) will spin around and try to hit you 4) picks up blocks and throws them at you Defense against attacks: 1) dodge it 2) don't get to close to him 3) use Barry or jump over him 4) use Barry Strategy: Switch to Bowser and Barry. When he tries to jump on you, use Barry. When he tries to spin or just stands still for a sec. use Bowser's fire breath. If you have a catch card, flip into 3-D to find a rare Amazy Dayzee. Catch it, then later sell it to the card shop for a whopping 300 coins. (see the after-credits section for more details). With that out of the way, walk right and flip into 3-D. Run around the dinosaur statue 1 time, then grab the Stone Tablet. Exit through the door on the left. Save, then walk left until you come to the yellow block. Climb the mountain to the left of it. Once at the top, jump up to hit an invisible block and reveal a ladder. Climb the ladder. Get off on the brown blocks, flip into 3-D and jump to the upper level. Stone, Water, Fire. Place the Tablets in that order. Put in whatever you want as a cry, just be sure to fill all the spaces. Now jump off the platform and use Cudge on the yellow block. Enter the pipe. Jump over the gap with Peach, then use Mario to find a Stone Buzzy card. Fall down and hit the star block. ====================================================================== 2.5.3)- 5-3: A Crag in the Dark ====================================================================== A warning: DO NOT HURT ANY CRAGNONS! If you do, you will lose points. Enemies: Buzzy Beetle, Spike Top, Spania, Piranha plant, Putrid Piranha, Floro Sapien, Cragnon. Walk right. There is a super shroom up on the brown blocks if you need it. Keep walking until you see a person. Talk to him (you don't really have a choice). Enter the pipe to the right. Fall down the shaft and walk right. Save. Fall down and use Boomer on the cracks in the ground. Enter the pipe and collect your coins. Exit, and continue right. Enter the right most pipe. Walk right. One of the Blocks contains pal pills. Continue right until you come to a small gap. Jump across and enter the door. Jump into the mining cart, start the ride, and enter 3-D mode. Wait for the ride to end. Enter the door. Walk right and use Peach to cross the gap. Walk right and fall down. Talk to the mic man. Follow him left, up the stairs, then hit the sand block to make a ladder appear. Exit through the door. Ride the mining cart back out and exit through the door. Continue right (enter the pipe and use Cudge for a shroom shake). Use 3-D mode to get around the brown blocks, then use Cudge on the yellow block. Enter the door and ride the mining cart again. Enter the door at the end. Walk right and fall down, then use 3-D mode to find a Spania card. Walk back up to the door. This time, walk right and jump on the brown blocks. Set Boomer to blow away the wall in your way, then continue right and up. Talk to the camera man. Go back out and ride the mining cart. Walk all the way back left and exit through the last pipe you find (and on your way, when you see a big boulder in the background, use Boomer to blow it up. There are a lot of coins in the room beyond). Jump up and to the left. Save your game. Keep going left and ride the yellow platforms up. Enter the pipe. Use the pipe again, fall down and enter the locked door. Ride the mining cart and enter the door at the end. Use Cudge on the block in your way, then hit the item block for a star. Obliterate the level, then back track till you see a strange block like the one you smashed earlier. Smash it then enter the door. Hit the star block. ====================================================================== 2.5.4)- 5-4: The Menace of King Croacus ====================================================================== Enemies: Floro Sapien, Cragnon, Cursya. Boss: O'Chunks, King Croacus. Walk right and fall down the pit. Enter the pipe. Save your game. Walk right, fall down, then flip into 3-D and look for a hole in the ground. Fall in. Use Thoreau to grab one of the Cragnon, then jump on the red button. Throw the cragnon and enter the pipe. Walk to the left and enter the pipe. Walk right and use Fleep on the skull painting. Exit back through the 2 pipes, flip and climb the ladder, go right and open the locked door. Jump over the brown blocks by using the other brown blocks. Use Dottie to shrink down and enter the tiny door behind you. Still shrunken, go left and save your game. Enter the white door. Shrink down and walk left to find a key card. Use it on the pink panel to open the door. Go to the right and enter the pipe. Fall down and use Thudley on the big blue switch. Quickly jump on the brown block and jump left. Grab the Floro Cragnien card, then jump all the way right. Enter the pipe. Boss Fight! O'Chunks HP: 60 Attack: 3 Defense: 0 Attacks: 1) jump on you 2) grab and throw you 3) will spin around and try to hit you 4) picks up blocks and throws them at you Defense against attacks: 1) dodge it 2) don't get to close to him 3) use Barry or jump over him 4) use Barry Strategy: Switch to Bowser and Barry. When he tries to jump on you, use Barry. When he tries to spin or just stands still for a sec. use Bowser's fire breath. ... pretty much the same as before, just faster. Put on the plant and exit through the pipe on the right. Exit the lad and save your game. Jump up the brown blocks and enter the pipe. Use Dottie to shrink down and enter the tiny pipe on the right of the pit. Grab your stuff, then exit the pipe and go up the stairs. Go right and enter the door. Make sure you are wearing your plant, then enter the X-ray thing. Go through the door. Go into 3-D mode and plant Boomer right under the picture. This will open a secret tunnel beneath the picture. Inside the tunnel, climb the ladder to the brown block on the left, then use Thoreau to hit the ! Block. Keep hitting the ! Block until it is the same color as the picture above it. Do this to all 4 pictures. The final picture has a save block under it. Use it, then enter the door that appears after hitting all the ! blocks. Boss Fight! King Coacus HP: 50 Attack: 2 Defense: 0 Strategy: its not worth listing attacks at this stage. Dodge her weight leaf things, then use Thoreau to grab them and throw them at his face. Stage 2 strategy: still not worth listing attacks. After a few hits, he will shed his leafs and become a floating head. When he shoots off some spinning petals, grab him with Thoreau and throw him into his own petals. ====================================================================== 2.5.5)- Interlude ====================================================================== Take the elevator down to Flipside 2nd Floor From there, walk all the way right and take the blue pipe to Flopside. Flip and take the secret door (just as always) and follow the hidden path. This time, go left and use Cudge on the yellow block. Take the pipe down and walk right until you find a sign. Flip, and follow the hidden path. Use Dottie to go under the rocks, then go left. Use Cudge on the Yellow block. Step on the red button and use the heat pillar. You are now eligible for the Piccolo side quest, as well as the infinite coins/experience trick. I recommend using both immediately. See their respective sections in the after-credits section. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.6)- Chapter 6: Sammer's Kingdom ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.6.1)- 6-1: Sammer Guy Showdown ====================================================================== Use the Bowser/Barry combo for this level. Walk right and enter the door. Fight. Ok, you don't actually fight all of these people yet. You'll have to fight your way to gate 20 before the chapter ends. After gate 20, no one else will fight you until you reach the star block at gate 25. Have fun! ====================================================================== 2.6.2)- 6-2: The End of a World ====================================================================== Switch to Thoreau and Peach. Open the chest. Boss Fight! Mimi HP: 25 Attack: 2 Defense: 0 Attacks: 1) creates a wall of rupees around herself and tries to ram you 2) summons rupees out of thin air and fires them at you 3) summons a row of rupees above your head and has them all fall at once. Defense against attacks: 1) Umbrella 2) Umbrella 3) Umbrella Strategy: Peaches umbrella will block everything. No need to worry about that. To attack, use Thoreau to grab a rupee, then throw it a Mimi. With Mimi defeated, keep running through gates (unopposed) until you reach Gate 30. You're now back in Flipside. Heal if needed, then re-enter world 6-1. ====================================================================== 2.6.3)- 6-3: ??? ====================================================================== Ok, technically, this is world 6-1, but, yeah... Enemies: Frost Piranha, Dry Bones, Lava Bubble, Underhand. Use Carrie and ride along until Tippi stops you (it's a long ride.) Boss Fight! BroBot L-Type HP: 64 Attack: 5 Defense: 4 Attacks: 1) Will suck you in and chew on you 2) doesn't matter Defense against attacks: 1) when he opens his mouth, run! 2) Peach's umbrella Strategy: Stay up close to Brobot and use Boomer to inflict damage. When brobot attacks, use Peach's umbrella to defend. Heal and save your game, then go see Merlon. You are now lacking your team mates, and all your Pixls. You're on your own for at least a little while. Walk right, save your game, then enter the door. Walk right, flip into 3-D. take the right path and jump over the spikes. Jump the gap, turn left, jump the spikes, jump the next gap, and continue to the door (hit the dimensional block to reach the super shroom shake). Swim right and enter the next door. Continue right and talk to the big scary lady. Answer yes. Now go back to the river and sink to the bottom. Flip to find a hole leading to a door. Open the door. Swim right and over the pipe. Push the strange looking block over the edge, then swim down and pull the leaver. Jump up to the right and smash the sand blocks, then go back and pull the leaver again. Continue swimming right. When you reach a dead end, flip to reveal a hidden path. Go through it. Swim across the gap to find another weird block. Flip to get behind it and push it off. Swim down and pull the leaver on the right. Jump back to the left and this time fall down into the pit. Flip to find another hidden passage. Take to pipe to grab a bunch of coins, then exit and enter the door. Drop off the ledge and flip to find a Dry Bones card. Now jump on the water falls with careful timing to reach the new ledge. Use Luigi's ability to go all the way back to the start of the level. Save your game and heal using the fountain. Now enter the door. Jump onto the tallest pipe on the left and use it to reach the ledge to the right. Use Luigi's ability to jump on top of the 4th pipe in the row. Enter the pipe. Walk left and enter the next pipe, then right and enter that pipe. Defeat the Gigabite inside and claim your prize: A Peach (3) card. Now retrace your steps until you are normal sized again. Enter the door on the right. Flip into 3-D and make your way ahead. Talk to the Nimbi. Her name is Luvbi. Now return to the big scary lady. Return to Flipside. ====================================================================== 2.6.5)- Interlude ====================================================================== Well, at least you go your Pixls back... Alight, go to Flopside outskirts. I assume you know where those are by now, yes? Good. Go right and enter the pipe on the far right. Go right and use Luigi to get up on the wall. Flip into 3-D to find a hidden passage leading to a Piccolo card. Jump back out and use the heart pillar. Stock up, save, and enter the next door. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.7)- Chapter 7: The Underwhere ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.7.1)- 7-1: Subterranean Vacation ====================================================================== Enemies: Frost Piranha, Dry Bones, Lava Bubble, Underhand. This is easy. Just return to the Scary lady (Queen Jaydes). Use Luigi to get there faster, and either Dottie or Carrie can take you across the water without having to swim. ====================================================================== 2.7.2)- 7-2: The Sealed Doors Three ====================================================================== Enemies: Underhand, Dark Boo, Dry Bones, Dull Bones, Spiny Tromp. Walk right and enter the door. This room is pitch black. It would be near impossible for me to describe where to jump next. Just follow Luvbi, who should always be just at the edge of your vision. At one point you'll see a chest on your right. Either use Luigi or drop from the ledge above it to obtain a Dark Boo card. Continue up and Use Tippi to look at the door. Answer his questions as follows: Queen Jaydes Dorguy the First 6 times Enter, save, then switch to Barry and Mario. Talk to the three guys standing at the final door. Answer yes. Enter and walk right. After a rather funny conversation, you now have to fight Bowser. I'm not even going to bother with boss strategies, just use Barry and Boomer if you feel like. Good. Now save and go through the locked door. Again, this room is pitch black. This time however, switch to Bowser and use his fire breath on the candles you see on your way up. Still, follow Luvdi and watch out for Dark Boo's (Bowser makes nice work of them too). Most of the way up you should see a pipe on the right side. That pipe contains a huge amount of coins, but only a limited time in which to collect them. Jump in and use Carrie for best results. Go back out and continue to the top. Again, use Tippi on the door. Brain Age anyone? Answer his questions as follows: 3 2 Blue 4 Triangles Enter, go left, then enter the pink door. Save, then talk to the pink old witch. Answer yes. Talk to the D-man and enter the door. Guess where you are? Work your way back up to where you where two sentences ago. ... You there yet? Good; now give the witch back her book and unlock the next door. (you can talk to the other two witches as well. They each have quests for you.). Use Luigi to get over the first gap, then to get to the upper staircases. When you reach the upper stairs, use Mario to get past the Spiny Tromp. Use Tippi on the door. Now you will have to battle 3 Chain Chomps, old school strategy style. Either use Bowser's jump attack, or Boomer to finish them quickly. Also, if you have Piccolo, use him to put them all to sleep. Enter and hit the star block. ====================================================================== 2.7.3)- 7-3: The Forbidden Apple ====================================================================== Enemies: Parabuzzy, Ice Cherbil, Spiky Parabuzzy, Beepboxer, Rawbus, Ruff Puff, Lakitu, Spiny, Squog, Squig, Reversya Cursya, Skellobit, Skellobomber, Spiky Skellobait, Spiky Skellobit. This level is going to be nigh impossible to explain do to the nature of it. Use Luigi and jump carefully. If you need more help, check out the ASCII maps in section 10)- at the bottom of this guide. To start, jump strait up (super jump), until you find item blocks. Jump up from one to the next, then super jump up again. One more super jump, then walk left. When you reach a gap, super jump again. Jump onto the big cloud with eyes. Use him to jump really high (just like a spring board.) Walk right, over the gap, and use the next cloud. Enter the door. Walk right until you see a cloud overhead. Super jump twice, then save your game. Walk/jump left until you reach another jump cloud. Use it. Use the next jump cloud you land by. Hold it! Don't use the next cloud just yet. Walk right and open the chest for a Rawbus card. Now go back and use the cloud. Walk/jump right/up until you find another jump cloud. Use it then walk/jump left and enter the door. Walk right and use the jump cloud. Walk left to find a Ruff Puff card. Now walk back near the brown blocks and super jump. Do three more super jumps. Switch to Mario and flip. Use the 3-D only blocks to cross the gap. Now carefully fall down a few clouds to find another jump cloud. Use it and enter the door on the left. Walk as far right as you can, then super jump onto a jump cloud. Jump again and enter the door to the right. Carefully jump from cloud to cloud, then use cudge on the tree. Grab the apple and exit. Walk to the edge of the cloud and super jump left. If you're lucky, you'll land by a door and a save block. If not, you'll at least see what I'm talking about and be able to climb up there. Save and enter the door. Walk left to find Peach. Exit, then walk left and hop on the second yellow platform. Let it take you up, then hop off the left side for a shroom shake. Super jump over the gap and use the jump cloud at the end. Walk right and enter the door. Super jump up and to the right, then use the yellow platform on the left. Jump up again to find a sign. Flip into 3-D to find a hidden path to the right. Enter the door. Again, use Cudge to claim the apple. Now return to Peach. Give Peach the black apple (you do still have the Red Apple though, right?). Exit and jump back up and enter the door at the top (like last time). This time, walk left and super jump under the jump cloud to land on it and use it. Climb the brown blocks and switch to Peach to cross the gap to the right. Use the jump cloud and veer slightly right to land on another jump cloud. This time, veer a little left to land on yet another jump cloud. Enter the door to the left. Walk all the way left until you find an item brick. Use the yellow platform to the right of it, then use the yellow platform it takes you too. Jump onto the stone structure. Jump from arch to arch until you are on the fourth one. Use Luigi to super jump onto a jump cloud. You'll probably hit your head on a coin block. Use the yellow platform to the left of the coin block then jump onto the stone pillar. From the pillar, super jump up onto the overhead cloud (you cant see it), then enter the door on the above/left cloud. Only a little farther.... Walk left and use the jump cloud. Veer right and you should land on or near another jump cloud. Use it. Land on the cloud, then jump from stone pillar to stone pillar until you are on the third one. Super jump onto the cloud (again, you cant see it). Ride the yellow platform to the right. Jump off of it, then jump onto the cloud to the right. Open the chest for a life shroom. Jump onto the big cloud and go past the building. Hit the blue ! block at the end of the cloud, but dont enter the pipe. Talk to the little jump cloud and give him the Red Apple. Hitch a ride up. Super jump to the top of the building to claim a gold bar. Fall off and enter the door. Use Peach to cross the gap to the right. Jump on top of the building and walk right. Open the chest for a Zombie Shroom card. Jump back over the building and hit the star block. ====================================================================== 2.7.4)- 7-4: A Bone-Chilling Tale ====================================================================== Enemies: Skellobit, Skellobomber, Spiky Skellobait, Spiky Skellobit. Boss: Bonechill Walk right and ride the cloud up. Jump onto the next cloud, then walk to the right edge and fall off. Enter the door on the right. Defeat the two Skellobit's then talk to the Nimbi. Go back through the door and jump onto the third pillar. Super jump up and enter the locked door. Walk right, save, use Peach to jump from cloud to cloud, then use Bowser to unfreeze the Nimbi. Follow them back to the save block. Talk to the Nimbi inside the building and go up. Unfreeze the Nimbi's as you go, then enter the door. Continue to unfreeze the Nimbi's in this next section as well. One of them will start talking to you. Go back left and back out the door. Go down and enter the locked door on the left. Walk left and fall down. Enter the pipe. Use Luigi to find two chests up high containing cards. Exit back through the pipe. Jump up on the left side 3 times then enter the door. Flip into 3-D to find a hidden path. Follow it, then hit the item block for a star. Demolish everything until you reach a dead end. Flip again to find another hidden path. Go up and knock on the door. Answer: A monster. Take the orb and go back through the 2 hidden paths and the door as well. Fall down to the right and hit the ! block in the building. Flip into 3-D and go around behind the next building then enter the door. Use Peach to cross the gap (if you fall down, there is an ultra shroom in the chest). Defeat the rest of the enemies then talk to the Nimbi. Exit via the door you came in through. Ride the elevator back and enter the first door you see. Walk left and enter the door. walk left and fall off the cloud. Enter the door to your right. Walk as far right as you can (past all the pillars) and flip into 3-D on top of the last pillar. Enter the pipe. Kill the Gigabit for the Cooking Disk PU. Exit, then use Luigi to jump on the cloud to the left. Jump up 2 more times then cross the gap to the left. Jump up 2 more times and unfreeze the Nimbi with Bowser. Talk to him, then talk to him again. Use Peach to jump off to the left. You should land near the door. Enter, jump onto the third pillar and super jump up. Enter the door on the right. Save, then ride the elevator back up. Enter the door on the right. Walk past the building and stand on the pedestal. Put in all three orbs (the order doesn't matter), and cross the bridge. Enter the door. Switch to Mario and walk right. The air battle is covered. Just worry about the enemies on the ground. When you reach the stairs, flip to find a Spiky Skellibit card. Walk up the stairs. Save, grab the super shroom, fall off to the right and grab an ultra shroom, switch to Peach and Thoreau, then enter the door. Boss Fight! Bonechill HP: 80 Attack: 4 Defense: 0 Attacks: 1) breaths frigid air to freeze you 2) fires projectiles from its cannon 3) Breaths on the ceiling to make ice stalactites form and drop Defense against attacks: 1) Umbrella 2) Umbrella 3) Umbrella Strategy: the best way to damage him is with Luigi's super jump, but then you cant use Peach's umbrella to defend. The other option is to use Thoreau to grab ice projectiles and throw them at his head. ====================================================================== 2.7.5)- Interlude ====================================================================== Save and heal up. Go to Flopside and take the hidden path to Flopside outskirts. Go right to find the Heart Pillar. I recommend you be at least on level 15 before attempting chapter 8. If you're already there, great! If not, see the after credits section and use the infinite experience trick. Also, doing the Pit of 100 trials in Flipside would help you level up, as well as net you Dashell. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.8)- Chapter 8: Castle Bleck ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.8.1)- 8-1: The Impending Darkness ====================================================================== Enemies: Mister I, Red I, Goomba, Koopatrol, Fire Bro, Blue Magiblot, Yellow Magiblot, Soopa Striker, Dull Bones, Heavy Cursya, Magikoopa, Tech Cursya, Gawbus, Boomerang Bro. Boss: O'Chunks Walk right, flip, enter the door. Walk right, enter the door. Use 3-D mode to walk up the next 2 flights of stairs. Fighting the enemies at this point would be a waist of time and health. Enter the door at the top of the second stair case. Walk right and use Luigi to jump to the ledge beneath the door. Enter. Use Luigi to jump to the right, then Peach to cross the gap. Enter the pipe. Walk right and open the chest. Go back through the pipe. Go back out through the door (if you keep going left, you'll find a stop watch and long-last shake). Fall to the right and unlock the door. Keep going right until you find another door. Enter and climb up the stairs. Note the order of the lit candles. Enter the door at the top. Save your game, then use Bowser to light the candles in this order: Unlit Lit Lit Unlit Lit Jump up the stairs and enter the door (you have to be in 3-D mode to enter). Boss Fight! O'Chunks HP: 100 Attack: 4 Defense: 0 Strategy: surly you know all of O'Chunks attacks by now. You are restricted to only using Bowser and pixls in this fight. Just use Barry as always, and Bowser's flame breath when you can. After, hit the start block. ====================================================================== 2.8.2)- 8-2: The Crash ====================================================================== Enemies: Zoing-Oing, Cursya, Blastboxer, Red I, Red Magiblot, Gloomba, Hammer Bro, Koopa Troopa, Fire Bro, Chomeba, Boss: Mimi Hope you weren't to fond of using Bowser... Walk right and enter the door. Despite how obvious it is, you have no choice but to hit the blue ! block. Walk right and use Boomer on the wall. Flip to get through. Go through the door on the left. Use 3-D mode to bypass the flames. When you reach the end, hit the red ! block 2 times. Walk back out the door. Enter the pipe. Open the chest for a Courage Shell, key, and life shroom. Walk over to the right side and flip into 3-D. Fall down the hole, then open the door. Walk up the stairs (enter the first door and flip for an Ultra Shroom). Enter the door at the top of the second stair case. Walk right and grab the third mushroom on a string. Flip to reveal a Chomeba. Defeat it to find a key. Exit via pipe. Save, then unlock the door. Again, rather obvious. Anyway, answer her questions: Ultra Shroom Thunder Rage Cooking Mistake Enter the next 3 rooms and see what happens. (in the final room, I cant imagine fighting that many Amazy Dazee's @_@) Boss fight! Mimi HP: doesn't matter Attack: 4 Defense: 0 Strategy: Again, you've fought Mimi 3 times now. You know her attacks and how to beat her. Luckily, the character you are forced to fight with is Peach. ====================================================================== 2.8.3)- 8-3: Countdown to Destruction ====================================================================== Enemies: Heavy Cursya, Skellobomber, Skellobait, Spiky Skellobait, Spiky Skellobit, Cursya, Sobarribad, Hogarithm, Boomerang Bro, Soopa Striker, Blue Magiblot, Red Magiblot, Yellow Magiblot, Longadile. Boss: Dimentio Goodbye Peach... Walk right and enter the door. Use Luigi to jump onto the upper platform, then cross and enter the door. This next part is complex. To start, don't worry about the Dimentio in the mirrors. Next, count your jumps. Once you're on the fourth platform (not counting the one you started on), flip into 3-D and walk through the mirror. Go right to find the key, then go back through the mirror. Keep jumping left, then enter the locked door. Walk right and flip. Go through the door behind the stairs. Use Luigi to hit the block on the far right. Enter the door. Hit the block in the middle. Enter the door. Don't enter the door that's already there; hit the block on the far right and enter the new door. In the final room, hit the block in the middle, then on the right, then the left. Garb the key and go back out to the steps. Jump up and enter the locked door. Ok, this next part is really complex, and I think it varies by game. First, go through the room and clear out all of the enemies. Next, enter the far right door. You'll be put back in the same room. Flip into 3-D to see arrows points around platforms. Use Luigi to follow the arrows. Now enter the far right door. This is the same mirror puzzle as before. Count your jumps. Jump 6 times then flip and enter the mirror that doesn't reflect. This time, you have to fight your way right to claim the key. use Dashell if you have him, or if not then use Cudge to carve out a path. Go back through the mirror and continue right. Save and enter the door. Boss Fight! Dimentio HP: 120 Attack: 4 Defense: 0 Stage 1: this is just a game of tag. Follow him through the stages, find the lightning bold, then flip them with Fleep. Answer No to his question, or your game will end. You are forced to use Luigi throughout this fight, and no Pixls. Stage 2: Attacks: 1) will create a crystal above his head and throw it at you 2) will clone himself, forcing you to find the real one 3) will draw squares on the field. Don't get caught in one, or they will explode. Defense against attacks: 1) dodge it. 2) luck of the draw. Jump on which ever one you want. 3) Jump on top of one of the squares. Strategy: watch out for the square attack, its deadly! Besides that, wait for him to fly down close to you and jump on him. Hit the star block and move on. ====================================================================== 2.8.4)- 8-4: Tippi and Count Bleck ====================================================================== Enemies: Copta, Poison Pokey, Reversya Cursya, Yellow Magiblot, Parabuzzy, Spiky Parabuzzy, Mega Muth, Pink Fuzzy, Gawbus, Blue Magiblot, Red Magiblot, Skellobomber, Skellobait, Spiky Skellobait, Spiky Skellobit. Boss: Count Bleck, Mr. L and Dementio. And then there was one... Walk right and enter the door. Use Tippi to find the hidden door. Ready for some good old-fashion platforming? No? Too bad. Jump from moving platform to moving platform, timing your jumps very carefully. At 2 points you'll hit a wall. Flip to get around them. Enter the door at the end. More platforming! Again, carefully time your jumps to stay as high as possible. When you land on the middle platform, flip and enter the pipe. Use Dottie and flip to get under the wall and find a key. Go back out for some more platforming then enter the locked door. (oh, and by the way, I hate platforming... I'm terrible at it >_>) Walk right and enter the door. Flip into 3-D and enter the hidden door on the right. Go through 2 more hidden doors, then flip back and go right. Enter the door at the top. Walk all the way right then flip. Walk through 3 hidden doors to the left, then flip back. Enter the door on the far right. Flip then go into the second hidden door on the right. Go through one more then open the chest. Walk all the way left and flip again. Go through 2 hidden doors on the right, flip, walk all the way right, enter the door. Walk up the stairs, grab the ultra shroom, save, switch to Slim, then enter the door. Boss Fight! Count Bleck HP: 150 Attack: 8 Defense: 0 Attacks: 1) Shoots a mini black hole at you 2) rushes you 3) coats the field in magic, slowing you down 4) teleports 5) creates a large black hole, doing more damage if you get sucked in Defense against attacks: 1-4) stay Slim 5) run when it starts to suck you in. Strategy: You cant damage him at first, but you do need to hit him a few times. Stay up high and wait for him to come to you. Remember, as long as you're standing still he cant really hurt you. As soon as you see him below you, jump on him. Boss Fight! Mr. L and Dimentio HP: 200 Attack: 6 Defense: 0 Strategy: Attacks don't really matter. All that matters is that you switch to Bowser and stay Slim. Jump up to one of the blocks level with his neck and blaze away. If he fires something at you, or you get to close to him, stand still (and Slim) until its over; then go back to attacking. END GAME. There is still much to do in the After-Credits section though. Oh, and if you actually watch all the credits, you'll see that Blumiere and Timpani actually did survive and are together on a grassy hill beneath a tree in the middle of nowhere. NOTE: YOU HAVE TO WATCH THE CREDITS TO BE ABLE TO CONTINUE PLAYING YOUR GAME FILE! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ====================================================================== 2.9)- The After-Credits ====================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ NOTE: YOU HAVE TO WATCH THE CREDITS TO BE ABLE TO CONTINUE PLAYING YOUR GAME FILE! I know what you're thinking: "The after-credits? What's that?" Its pretty simple. After you beat SMP, you are allowed to continue playing your file to complete side quests or just goof off. This section covers all the side quests (even though some of them are mentioned in the walkthrough) and some stuff that you can only do after you complete the game. Also note since this section is going to be under construction for some time, the section numbers are subject to change, as are the instructions held within. ====================================================================== 2.9.1)- Infinite Coins/Score Points ====================================================================== =================================== 1) Requirements: Chapter 5 must be completed. =================================== First, go to any store and store all of your stuff. Next, go to Flopside card shop and buy as many Catch card SP's as you can (make sure you buy at least 3). Thirdly, use the Return Pipe to warp to Flipside tower. Enter Chapter 5-2. Go right and through the fist door. Now go right and kill everything in your way (they'll just get in the way later). Enter the next door you find. Jump across the gap and kill the Stone Buzzy. Flip into 3-D and use a catch card SP on the Amazy Dayzee. If it doesn't work, flip into 2-D and try again. After its caught, go back through the door on the left, then back through the next door on the left. Now go back and catch the Dayzee again. Repeat until you are out of cards. Now use the return pipe and go back to the card shop in Flopside. Sell him all your Amazy Dayzee cards until your wallet is full. For infinite score points, and thereby levels, do the same as above, but now go to the shop in Flopside and by as many Gold Medals as you can (but don't use all of your money, you'll need to buy more catch card SP's). Go to world 1-3 and hit the third item block. It contains a speed flower. While the flower is still in effect, use all your Gold Medals for 30,000 points each! Rinse and repeat as much as you like. =================================== 2) Requirements: Have beaten chapter 1. =================================== To make some quick money early in the game, go to the shop in 1-2, stock up on Shroom Shakes for 11 coins each, take them back to Flipside and have them cooked up, then sell them at the store in Flipside for 35 coins each. Another good way to make some money if you don't feel like wasting time with cooking, is to buy a Gold Bar for 100 coins, then take it to the shop in 1-2 and sell them for 125 coins. =================================== 3) Requirements: Have beaten chapter 8. Have Dashell. =================================== This is, by far, the fastest way to level up. This way doesn't get you very many coins. In fact, it gets you just enough coins to continue using it. Go to the shop in Flipside and buy 10 Shock Shells. Now go to world 8-4. As soon as the stage starts, use a shock shell, then follow it (using Dashell) all the way down the hall. Once at the end, use the return pipe and repeat. This gets you about 80,000 points per run through the hallway. ====================================================================== 2.9.2)- Piccolo Quest ====================================================================== Requirements: Chapter 5 must be complete. How its done: First, talk to Merlee (Flopside 2nd floor) on the other side of her crystal ball. Next, talk to Merluvlee (Flipside 2nd floor) on the other side of her crystal ball. Third, go to Bestovius's house (Chapter 1-1) and talk to him. Fourth, go to Wachitt's house (Chapter 1-2) and talk to him. Filth, go visit Merlumina at the end of chapter 1-4. Finally, retrace all of your steps. Merlee will offer you a free charm. Turn her down to get a key. Go to the first floor of Flopside and enter the background area via hole in the wall (by the card shop). Unlock the locked door and open the chest to find Piccolo. ====================================================================== 2.9.3)- Tiptron (Tippi replacement) ====================================================================== Requirements: Chapter 8 must be complete. Must have 999 coins. At this point, you're probably asking yourself how you're going to do certain things (like reveal hidden blocks) without Tippi. One word: Tiptron! What is Tiptron? It's a robotic Tippi that looks and acts just like Tippi. Whose nerd enough to make such a thing? I think you just answered your own question. Go to world 3-4 and make your way to the room where you fought Francis. Talk to him and he will offer you Tiptron. Buy it, and... that's it. She... it... whatever, Costs 999 coins. So start saving. ====================================================================== 2.9.4)- Pit of 100 Trials (Flipside) ====================================================================== Requirements: none. But you should at least be on level 14, preferably higher. In the pit of 100 trials, the objective is to defeat enemies in the room, then open the door with the key you got from a random enemy. You have 5 minutes to complete each room. Every tenth level is a chest with a rare card. The end reward is a new Pixl: Dashell Floor 1: Squiglet 2: Goomba 3: Squig, Squiglet 4: Sproing-Oing 5: Goomba, Gloomba 6: Cherbil 7: Sproing-Oing, Squig 8: Squig, Squiglet 9: Gloomba, Poison Cherbil 10: Catch Card 288 - Tippi 11: Paratroopa, Koopa Troopa 12: Paragoomba, Koopa Troopa 13: Slurp, Bald Cleft 14: Flip Goomba, Koopa Troopa 15: Boomboxer, Shlurp 16: Tileoid G, Koopa Troopa 17: Flip Koopa Troopa 18: Buzzy Beetle, Squig 19: Koopatrol, Squiglet, Koopa Troopa 20: Catch Card 299 - Thoreau 21: Spiny 22: Boo, Gloomba 23: Fuzzy, Cherbil 24: Boing-Oing, Sproing-Oing 25: Chain Chomp 26: Crazee Dayzee, Paragoomba 27: Squiglet 28: Hammer Bro, Koopa Troopa 29: Rawbus 30: Catch Card 230 - Boomer 31: Tileoid B, Tileoid G 32: Longator 33: Growmeba, Cursya, Squig 34: Stone Buzzy, Bald Cleft 35: Choppa, Squig 36: Ninjoe 37: Spike Top, Buzzy Beetle, Squig 38: Magikoopa, Spiked Goomba 39: Fire Brow, Tileoid G 40: Catch Card 231 - Slim 41: Clubba, Squiglet 42: Pokey, Gloomba 43: Koopa Striker 44: Squog, Squig, Cursya 45: Tileoid R, Tileoid B 46: Fliip Paratroopa, Flip Goomba 47: Ice Cherbil, Poison Cherbil, Cherbil 48: Magikoopa, Clubba 49: Squog 50: Catch Card - Thudley 51: Flip Spiny, Spiny, Buzzy Beetle 52: Pigarithm 53: Spania, Tileoid B 54: Dry Bones, Clubba 55: Hooligon 56: Dark Boo, Tech Cursya 57: Zoing-Oing, Ice Cherbil 58: Amazy Dayzee, Crazee Dayzee 59: Yellow Magiblot, Squig 60: Catch Card 233 - Carrie 61: Beepboxer, Heavy Cursya, Cursya 62: Dull Bones, Dark Boo 63: Boomerang Bro, Clubba 64: Tileoid Y, Tileoid R 65: Blomeba, Growmeba 66: Skellobit, Ninjoe 67: Longadile, Longator 68: Flip Hammer Bro, Squog, Squoinker 69: Soopa Striker 70: Catch Card 234 - Fleep 71: Moon Cleft, Bald Cleft 72: Jawbus 73: Cursya, Reversya Cursya, Tech Cursya, Heavy Cursya 74: Copta 75: Ruff Puff 76: Blastboxer, Beepboxer, Boomboxer 77: Blue Magiblot, Squog 78: Chromeba, Blomeba 79: Flip Skellobit, Flip Spiky Skellobit 80: Catch Card 235 - Cudge 81: Hogarithm, Tiloeid Y 82: Red Magiblot, Squoinker 83: Pink Fuzzy, Cerbil 84: Shlorp, Spania 85: Poison Pokey, Dark Boo 86: Koopatrol, Magikoopa 87: Chromeba, Reversya Cursya, Copta 88: Ninjoe, Ninjohn 89: Headbonk Goomba 90: Catch Card 236 - Dottie 91: Gawbus 92: Ninjerry, Ninjohn, Ninjoe 93: Skellobit, Ninjerry, Cursya 94: Flip Fire Bro, Squoinker 95: Skellobit, Spiky Skellobit 96: Flip Boomerang Bro, Flip fire Bro 97: Squiglet 98: Red Comp 99: Blue, Red, Yellow Magiblots 100: Boss Fight! Wracktail Boss Fight! Wracktail HP: ??? (insanely high, easily over 200) Attack: 10 Defense: 0 (only vulnerable in the antenna) This is an exact copy of the Fracktail fight, only with more HP. The antenna is its weak point, but you cant hit it. When he comes strait on from the back ground, dodge it by running left or right. When he comes from the right, flip into 3-D, dodge his head, then jump on his tail. You are now on his back. Use Luigi to super jump onto his antenna and stay up there continually jumping and doing massive damage. Rinse and repeat. ====================================================================== 2.9.5)- Pit of 100 Trials (Flopside) ====================================================================== Requirements: must have completed Flipside pit. Should at least be on level 35, preferably higher. In the pit of 100 trials, the objective is to defeat enemies in the room, then open the door with the key you got from a random enemy. You have 5 minutes to complete each room. Every tenth level is a chest with a rare card. Your prize for completing this dungeon? Nothing. Yep. Your prize for completing this dungeon twice? A load of rare cards; including the Mario card which grants you infinite time in 3-D mode. Floor 1: Dark Goomba 2: Dark Koopa, Dark Goomba 3: Dark Goomba, Dark Paragoomba, Dark Tech Cursya 4: Dark Paragoomba 5: Dark Koopa, Dark Spiked Goomba 6: Dark Squiglet, Dark Cherbil 7: Dark Spiny, Dark Squiglet 8: Dark Goomba, Dark Spiny, Dark Cursya 9: Dark Spike Top, Dark Koopa 10: Catch Card 238 - Dashell 11: Dark Fuzzy, Dark Squiglet 12: Dark Stone Buzzy 13: Dark Cleft, Dark Paragoomba 14: Dark Cleft, Dark Paragoomba 15: Dark Spania, Dark Goomba 16: Dark Dull Bones, Dark Spiny, Dark Tech Cursya 17: Dark Stone Buzzy, Dark Spike Top 18: Dark Fuzzy, Dark Spiked Goomba 19: Dark Dull Bones, Dark Goomba 20: Catch Card 241 - Goombario 21: Dark Pokey, Dark Reversya Cursya, Dark Fuzzy 22: Dark Spania 23: Dark Fuzzy, Dark Longator 24: Dark Dull Bones, Dark Pokey, Dark Paragoomba 25: Dark Cleft, Dark Ruff Puff 26: Dark Dark Boo 27: Dark Ruff Puff, Dark Heavy Cursya, Dark Squiglet 28: Dark Stone Buzzy, Dark Spania 29: Dark Dark Boo, Dark Goomba 30: Catch Card 242 - Kooper 31: Dark Shlurp, Dark Ruff Puff 32: Dark Sproing-Oing, Dark Squiglet 33: Dark Choppa, Dark Pokey 34: Dark Boomboxer 35: Dark Growmeba, Dark Reversya Cursya, Dark Squiglet 36: Dark Boomboxer, Dark Cursya 37: Dark Growmeba 38: Dark Cherbil 39: Dark Dark Boo, Dark Megabite 40: Catch Card 234 - Bombette 41: Dark Striker 42: Dark Shlurp, Dark Cursya, Dark Heavy Cursya 43: Dark Boomboxer, Dark Choppa 44: Dark Sproing-Oing, Dark Tech Cursya, Dark Reversya Cursya 45: Dark Slurp 46: Dark Hammer Bro, Dark Goomba 47: Dark Magikoopa, Dark Striker, Dark Squiglet 48: Dark Fire Bro, Dark Spiked Goomba 49: Dark Magikoopa, Dark Striker, Dark Squiglet 50: Catch Card 244 - Parakarry 51: Dark Muth 52: Dark Chomp 53: Dark Clubba 54: Dark Squiglet 55: Dark Squiglet 56: Dark Boomerang Bro, Dark Tech Cursya, Dark Squiglet 57: Dark Tileoid 58: Dark Hammer Bro, Dark kCursya 59: Dark Striker, Dark Magikoopa 60: Catch Card 245 - Bow 61: Dark Magikoopa, Dark Comp 62: Dark Pigarithm, Dark Magikoopa, Dark Eeligon 63: Dark Magikoopa, Dark Heavy Cursya, Dark Tileoid 64: Dark Ninjoe 65: Dark Chomp, Dark Fire Bro 66: Dark Hammer Bro 67: Dark Clubba, Dark Tech Cursya 68: Dark Koopatrol, Dark Clubba 69: Dark Ninjoe, Dark Megabite, Dark Cherbil 70: Catch Card 246 - Watt 71: Dark Jawbus 72: Dark Koopa, Dark Koopatrol 73: Dark Barribad 74: Dark Choppa, Dark Eeligon 75: Dark Dayzee, Dark Pigarithm 76: Dark Koopatrol 77: Dark Ninjoe, Dark Tileoid 78: Dark Skellobit, Dark Ninjoe 79: Dark Skellobit, Dark Spiky Skellobit 80: Catch Card 247 - Sushie 81: Dark Spiky Skellobit, Dark Cursya 82: Dark Magikoopa, Dark Cherbil 83: Dark Skellobit, Dark Spikey Skellobit 84: Dark Jawbus 85: Dark Magiblot 86: Dark Kookpatrol, Dark Reversya Cursya 87: Dark Striker, Dark Squiglet 88: Dark Longator 89: Dark Magiblot, Dark Tileoid 90: Catch Card 248 - Lakilester 91: Dark Cursya, Dark Tech Cursya, Dark Heavy Cursya, Dark Reversya Cursya. 92: Dark Magikoopa, Dark Squiglet 93: Dark Hammer Bro, Dark Boomerang Bro, Dark Fire Bro 94: Dark Magiblot, Dark Dayzee, Dark Cherbil 95: Dark Headbonk Goomba 96: Dark Jawbus, Dark Megabite 97: Dark Skellobit, Dark Spiky Skellobit 98: Dark Muth 99: Dark Koopatrol, Dark Fire Bro, Dark Hammer Bro, Dark Boomerang Bro 100: Nothing. On your first time through the pit, there is nothing on this level. 100 (2): On your second time through, there is a boss fight that nets you some rare cards. The following boss fights take place one after the other with no pause. Boss Fight! Dark Luigi HP: 100 Attack: 10 Defense: 0 Attacks: 1) Tries to jump on you 2) Tries to heal himself with Shroom shakes Defense against attacks: 1) Use Barry 2) jump on him before the Shroom shake takes effect. Strategy: this fight is identical to the fight against Mr. L in Chapter 4-4. Use Barry and Bowser. Boss Fight! Dark Peach HP: 100 Attack: 10 Defense: 0 Attacks: 1) Tries to jump on you using her umbrella. Defense against attacks: 1) Use Barry. Strategy: same as above. Use Barry when she jumps, and blaze her when she lands. Boss Fight! Dark Bowser HP: 100 Attack: 20 Defense: 4 Attacks: 1) tries to jump on you 2) uses fire breath on you Defense against attacks: 1) use Barry 2) Jump away Strategy: Watch out for his fire breath, its very deadly. Before he uses it, he normally jumps up and away from you. When he does, run in the opposite direction. Get in close and counter with your fire breath (it reaches farther then his), and use Barry when applicable. Boss Fight! Dark Mario HP: 100 Attack: 10 Defense: 0 Attacks: 1) Tries to jump on you 2) uses a dark Cudge to inflict 20 points of damage Defense against attacks: 1) use Barry 2) use your fire breath when he gets close to push him back Strategy: the Defense section says it all. If he gets too close, run; Cudge is very powerful. ====================================================================== 2.9.6)- Sammer Guy Tournament (Duel of 100) ====================================================================== Requirements: must have completed chapter 8. Should at least be on level 25, preferably higher. The Sammer Guy Tournament, or "Duel of 100", is a tournament that you may remember from chapter 6-1. The only difference is that you actually get to fight all the way to the end. Strategy (1): the strategy here is pretty simple. Use Bowser and Barry for an easy win. If they run from Bowser's fire breath, walk forward a few steps, then blaze away again. Repeat until dead. Strategy (2): Small Sammer Guys can be a bit higher. Your best bet is to jump up and use Barry to try to hit them in mid-air. Strategy (3): Big Sammer Guys are easy. Just use Bowser's fire breath. Some of the Sammer Guys will use a sonic sword. These act as projectile attack that can hit you from a distance. Either jump over them, or deflect them with Barry. Also, watch out for Sammer Guys with spikes on their heads. You cant jump on those. Finally, a few Sammer Guys can flip between 2-D and 3-D. As soon as they appear in 3-D they will extend their sword and hit the entire field at once. Your best defense is to use Bowser's flame breath and aim right where they entered 3-D. Don't move any and blaze away. He will reappear and run right into it. Last, but not least, look out for Ninja. They will appear out of no where and attack you during a round. If you can hit them easily, so be it. If not, focus on your main opponent. The rounds of note are as follows: Round 18: Small Sammer Guy Round 20: Big Sammer Guy Round 38: Small Sammer Guy Round 50: Big Sammer Guy Round 53: Small Sammer Guy Round 61: Big Sammer Guy Round 70: Small Sammer Guy Round 83: big Sammer Guy Round 86: Big Sammer Guy Round 93: Small Sammer Guy Round 100: Big Sammer Guy ====================================================================== 2.9.7)- A Fliping, Floping Tour ====================================================================== In this section I'm going to cover ever item, every card, and every chest there is in Flipside and Flopside. I'm going to cover it in walkthrough style; moving from one item to the next in via the easiest route so you don't have to go out of your way. Even if you have the item, its best to follow my directions so you don't get lost or end up going out of your way. Requirements: Have Piccolo, have 900 coins, have Luigi, have Peach, have Tippi or Tiptron. -= Flipside Tower =- This is the easiest place to start. Wherever you are, use the return pipe and come back here. Take the elevator down to Flipside 2nd floor. -= Flipside 2nd floor =- IF you have the warp pipe to Flopside already, use it. If not, take the long way to Flopside 2nd floor. -= Flopside 2nd floor =- If you haven't paid Welderberg to build the pipe to Flipside yet, nows your chance. Go to Merlee's house of charms and flip outside. Talk to the only guy that's visible in 3-D and have him build a pipe. Next, take the elevator down to Flopside 1st floor. -= Flopside 1st floor =- Go into the house just to the left of the elevator and flip to find cooking disk Y. Exit, then take the elevator down. -= Flopside B1 =- Enter the coffee house and flip to reveal a hidden back room containing the Gold Card and cooking disk B. Exit. If you flip into 3- D, you'll see a some water on the ground. Take this passage to get to the Itty Bits shop, and to the Map salesman. Follow the water back, then take the elevator down. -= Flopside B2 =- Flip into 3-D and walk back. Enter a hidden room to find Welderberg again. Talk to him and have him build another pipe. Now walk right past a save block and use Luigi to jump on top of the blocks in your way. If you have already completed the Flipside Pit of 100 Trials, there will be a blue ! switch that you can hit to open the passage to the Flopside Pit. Flip into 3-D and follow the hidden path. -= Flopside Outskirts B2 =- Fall right, then down into a hole to find a Barry card. Jump back out and flip into 3-D. go behind the pipe and use Cudge to break the yellow brick. Grab the Power Plus on the other side, then enter the pipe you passed. -= Flopside Outskirts B1 =- Walk right and jump up onto the wall beside the heart pillar. Flip to reveal a hidden passage in the window. Follow it to find a Piccolo card. Jump back out and walk right. Smash the yellow block, then enter the pipe on the right. -= Flopside Outskirts 1st Floor =- Walk right and exit via pipe. -= Flopside Outskirts 2nd Floor =- Flip and follow the secret path back to Flopside. -= Flopside 2nd Floor =- Make sure you are still in the "hidden area" then flip back into 2-D. Walk right and jump up to the pipe you'll see overhead. -= Flopside 3rd floor =- Jump onto the brown blocks to your right. Use Tippi to reveal a brown block after brown block to the left/right. Jump from block to block to find cooking disk W. Fall off to the left and use Piccolo beside the strange looking brown block to find a Nolrem card. Alright, we're down in Flopside. Use the return pipe to go back to Flipside. -= Flipside Tower =- Take the elevator down. -= Flipside 2nd floor =- Take the elevator down. -= Flipside 1st Floor =- Take the elevator down. -= Flipside B1 =- The arcade is in the coffee shop here, just flip into 3-D and enter the pipe. Anyway, outside the coffee shop, flip into 3-D to find a The Interned card in the wall. Fall into the water and swim right to find the Itty Bits shop. Now go back and take the elevator down again. -= Flipside B2 =- Flip into 3-D and enter a secret room. Talk to Welderberg and have him build a pipe. Walk back right past a save block and use Luigi to get on top of the blocks. Hit the Blue ! block for entrance to the Flipside Pit of 100 Trials. While still on top of the blocks, flip into 3-D and enter the secret hallway. -= Flipside Outskirts B2 =- Flip and fall off to the right. Enter the secret room behind the pipe to find an HP Plus. Walk back out and use the pipe. -= Flipside Outskirts B1 =- Walk left and flip to find a hidden passage by one of the windows. Follow it to claim a The Interchet card. Walk back out and enter the pipe on the left. -= Flipside Outskirts 1st Floor =- Walk right. Jump over the first hole, but fall down the second. Grab the two cards (Merlon and Merluvlee) and jump back up. Enter the pipe on the right. -= Flipside Outskirts 2nd Floor =- Walk left and take the secret path back to Flipside. -= Flipside 2nd Floor =- Make sure you are still in the hidden area, then walk left. Use Boomer to enter the pipe you see overhead. -= Flipside 3rd Floor =- Jump up on the brown blocks to the left and use Tippi to reveal block after block. Follow them up to claim cooking disk R. Jump off the right side and use Piccolo near the block with his face on it to find a Merlee card. That's it. You've now obtained every item and pipe in Flipside and Flopside. ====================================================================== 2.9.8)- Arcade Games! ====================================================================== Note that the high score section is open to anyone. If you want me to list your high score, email me and give me a name to list it under. If a score seems to high, I may ask for proof before posting it. Anything from a screen shot, to a picture taken with a digital camera will do. Just upload it to tinypic.com or another free picture host and send me the link. The arcade is located in Flipside B1. Enter the coffee shop and flip. Enter the pipe. Talk to the floating square to by tokens that you use to play games. 1 token 3 coins 5 tokens 15 coins 10 tokens 30 coins 50 tokens 150 coins Each game costs a certain number of tokens to play. Depending on the game on your end score, you could end up with a boat load of tokens very quickly. At which point, you can trade your tokens in for prizes. Prizes include: Mystery Box 5 Catch card 10 Shooting Star 75 Ultra Shroom Shake 150 Whacka Bump 300 Amazy Dayzee card 500 HP Plus 2500 Power Plus 2500 Now on to the games! ------------- Forget Me Not ----------------- C