Much Games Official Strategy Guide Super Paper Mario Written by: Ryan Bragg File URL: http://www.muchgames.ca/guides.asp?action=show&id= ------------ Legal Notice ------------ This strategy guide is an offical Much Games strategy guide and is legal copyrighted materal of Much Games. This guide may not be reproduced, redistributed or appear on any other website without the express written consent of Much Games. See http://www.muchgames.ca/index.asp?action=copyright ----------------- Table of Contents ----------------- 1. Introduction 2. Basics 2.1 Characters 3. Strategy Guide 3.1 Prologue & Chapter 1 3.2 Prologue & Chapter 2 3.3 Prologue & Chapter 3 3.4 Prologue & Chapter 4 3.5 Prologue & Chapter 5 3.6 Prologue & Chapter 6 3.7 Prologue & Chapter 7 3.8 Prologue & Chapter 8 4. Catch Cards 5. Pit of 100 Trials --------------- 1. Introduction --------------- Welcome to the Much Games official strategy guide for Super Paper Mario. In this guide, you will learn how to finish the game, Discover where to find those hidden Catch Cards, Learn the best way to tackle this massive mission. ----------------- 2. Basics ----------------- What happens when you throw an RPG, a platformer, and Mario into a blender? Super Paper Mario is the answer. Because of the all the different gameplay mechanics, it can be a bit tricky to get used to everything, so check out this section to find out more. 2-D to 3-D With the tap of a button, the entire world can be spun from a meager two-dimensional landscape into glorious 3D! You'll have to flip throughout the game to discover hidden routes, hiding enemies, and other secrets. Take a look at the picture below for an example. Although it appears you can't reach the door in 2D, flipping to 3D reveals that the bricks are actually spaced far enough apart for Mario to walk through. So when in doubt, flip dimensions! Leveling Up Every time you defeat an enemy or collect a power-up, you will gain points. By reaching certain milestones (such as 5,000pts), you'll gain a level, which either increases your attack power, or your hit points. So don't try to skate by enemies - take them down as you see them to get stronger. Stylish Attacks After jumping on a baddie, immediately jut the Wii Remote forward to perform a stylish move. By doing stylish moves, you'll gain more experience points, allowing you to gain levels faster. Link stylish moves together to gain even more! Also, try tilting the Wii Remote in various ways before jutting it forward to perform different stylish moves (such as rocking it left and right). -------------------- 2.2 Characters -------------------- Throughout your adventure, three more individuals will join Mario in his quest: Peach, Bowser, and Luigi. Each brings a special power or two to the table, so make sure to capitalize on each of their strengths. Mario This plump-plumber needs no introduction. As a well-rounded fighter, he'll be the character you play as most throughout the game, especially since he's the only character who can switch dimensions. Peach Peach never leaves her house without her trusty umbrella. She can use it to float long distances, which is helpful for crossing large chasms. She can also duck beneath it to shield herself from most attacks. Bowser Bowser doesn't play around. His attack power is exactly double that of any of the other three members. In addition, his far-reaching fire attack can ignite foes from a safe distance. However, his large physique also makes him a large target, so be careful when you jump! Luigi If you thought Mario could jump high, wait until you get a load of Luigi's legs. He can leap more than twice the height of his bro, which comes in helpful for reaching crucial ledges, or finding treasure in out-of-reach places. ----------------- 3. Strategy Guide ----------------- -------------------- 3.1 Prologue & Chapter 1 -------------------- Objectives: Accept Merlon's request (obtain Pure Heart) Find Heart Pillar Return to Merlon (obtain Return Pipe) Enter World 1 After Tippi awakens Mario and informs him of his destiny, she will use her magical powers to transport the both of you to meet with Merlon in FlipSide, a small city that exists between dimensions. Merlon, a decedent of Flipside's founders, is in dire need of your help. It appears the entire city, nay, the world, is in danger of being consumed by "the Void," a foreboding cloud of darkness created by Count Bleck, which constantly looms in the distance. Accept Merlon's request Upon learning that Mario, is in fact, the hero foretold in the prophecy, Merlon will kindly ask whether you're up to the challenge. While you're given the choice, it's in your best interest to accept your fate, rather than play coy, because if you deny Merlon three times, the game will end, as the world will be doomed without a hero. In short, you'll have wade through the entire intro once more to try again. If you mess up a second time, we suggest you stop reading this guide right now, as you may be beyond help. Merlon will be so grateful for your help, he'll provide you with the first Pure Heart only seven more to go! The Pure Hearts act as keys that open the doors (aka Heart Pillars) in Flipside that leads into each of the eight worlds. Find Heart Pillar After speaking with Merlon, run left to the edge of the platform and activate the elevator where the red arrow faces down. After arriving at the second floor of Flipside, follow Tippi to another elevator on the right and ride it up to the third floor. Now get near the Heart Pillar on the far left to place the Pure Heart and make a door appear near Merlon. Return to Merlon Now return to Merlon via the same route you took to get to the Heart Pillar: Take the elevator back down to the second floor, then the one left of there to get back up to Flipside's Tower, where Merlon awaits. Merlon will inform you of the "Dimensional Door" that has just appeared as a result of placing the Pure Heart into the Heart Pillar. This door leads into the first world, where you'll find another Pure Heart at the end. Merlon will also gift you a Return Pipe, which grants Mario the ability to return to Flipside from almost any location. Now go through the Dimensional door to enter World 1/ World 1-1 When you reach the door surrounded by blocks, use the first brick left of it to climb over it to the other side. Continue to the right up to the house. Jump on top of it to find a Squiglet card resting on a brick, then head inside. Although the place may appear deserted, there's an invisible door that can be revealed with Tippi's power. Point your Wii Remote at the screen and search for the door in the room's center you can't miss it. Click on it to make it permanently visible, then proceed through. Inside awaits Bestovius, who's willing to teach you Dimensional Flipping, but for a price - 10,000 smackeroos to be exact. But don't worry, Mario's an excellent haggler. Deny his request once to make him lower his offer to the few coins Mario has in his pocket, but this still isn't good enough. Hold firm and deny him once more so he'll offer to teach you for free! Take Bestovius up on his offer. Remember the door trapped within the bricks earlier in the left? Go back to it and flip to 3D to discover the bricks are actually spaced feet apart! Walk between them and go through the door. Continue along the path up until the tall vertical pipe blocking the path. Flip to 3D to get past it, collecting the Goomba card directly behind it as you do so. Make sure to cross the gap ahead while in 2D, as it's unsurpassable otherwise. Coming up is another chasm, with some hills in the background. Flip to 3D to discover that you can climb the hills to the other side, then enter the far door. Follow the path up to the large mountain. Feel free to use the spring to catapult over it, or walk behind it in 3D, which also allows you to collect a Pal Pills power-up from a hidden ? block. At the next large mountain, switch back to 3D to discover a large horde of Squiglets roaming about. We suggest defeating them all to gain massive experience points and likely a level up. Climb the staircase at the end in 2D and enter the door at the top. Up ahead is a ? block containing a Star power-up, which turns Mario into a huge pixilated version of his former self. You're invincible at this size, so just charge through everything to the right. You'll discover a Star Block at the end of the level. Hit it to complete the level. World 1-2 Just after the first set of boxes, there's a shortcut which not only will save you time, but also net you a Catch Card. Flip to 3D once you reach the small hillside just in front of the large mountain, then take the thin path on the left to proceed behind the scenery. Before entering the door at the end, grab the Paratroopa card from the chest near the opposite wall. As you'll soon discover, it's a one way door. After you drop to the ground, hit the left brick and climb the ladder that emerges. When at the top, flip to 3D to use the ? blocks as a stepping stone to reach the red bricks higher up, then cross them to the other side. The hill with the rolling thwomps is impossible to pass in 2D, so flip over to 3D and run between them to the top and go through the door. The bridge up ahead is missing, so warp down the green pipe to emerge in the hilly background. Enter the house to the left. Inside, you'll see some tears appearing from an invisible source. Flip to 3D to find the culprit: a lonely homeowner who's accidentally ended up in the third dimension. To help, flip back to 2D while standing right next to him to bring him back to the world of 2D. Ever thankful, he'll offer to reopen the bridge, but only if you can answer his question one. Respond to his query with "red" to appease him and continue on your merry way across the bridge - you'll find a Save Block on the other side just before Yold town. Pit stop! Just past the first two buildings, you'll find a stack of four boxes. Flip ton 3D to find a warp pipe behind them which leads to an underground cavern filled with coins - make sure you collect them while in 3D to spot additional coins not visible in 2D. Enter the third building (just past the stack of four blocks) to find a mostly barren house. But wait! Flip to 3D to spot a pipe located behind the wall. Continue using 3D to bypass the thwomps to reach the door on the other side. Hmm, a door that leads to an empty room? Not quite. Aim the Wii Remote at the screen to find a hidden door right next to the first one. Oh no! The door has been locked behind a cage, whatever shall you do?! Open the chest on the right side if the room to find your answer: a Pixl named Thoreau. This little hand-shaped guy will allow you to grab objects and throw them at things. With Thoreau at your side, use his power to grab the block right of the chest, then toss it at the blue switch on the ceiling while jumping (alternatively, you can simply jump into the switch while holding the block overhead, but you wouldn't want to shortchange your buddy's tossing abilities!) to free the door. Now backtrack to town. Your final stop in town is the elder's house, which happens to be right next door! With Thoreau at your side, he'll give "Greenie" a call instructing him to open the way. After exiting his house, look for a Boomboxer card on his roof, which can be reached by leaping from the stack of four boxes earlier in town on to the rooftops. Past the town, you'll find that yet another bridge has been closed. Take the warp pipe to arrive in the background again and enter the house to speak with Greenie to reveal the bridge. Before leaving, flip to 3D to find a Red & Green card behind his headboard. Now just cross it to the Star Block on the other side. World 1-3 Simply run through the first part of this level and work your way to the door at the end. However, make a mental note of the red tree you pass - you'll be visiting it later. Run along until you reach the block formation shown in the picture. Flip to 3D and look for the Squig catch card behind the next boulder. Coming up is a large dragon-like creature called a Jawbus - you can't get past him while in 2D, so flip to 3D to sidestep him. If you wish to exact revenge, attack the yellow bulb on his tail once you're behind him. Now head through the door. When you reach the oddly shaped rock, just prior to a tall brick column, flip to 3D to discover an arrow on top of it that points to a hidden path. Follow the path to the walkway on the opposite side and flip back to 2D (though not a moment sooner, otherwise you'll wind up back where you started). Read the inscription on the face of the statue at the pathway's end to discover a secret. Remember the red tree you pass, nearly the beginning of the level? Well, it's time to run back to it. Back at the red tree, leap into the air 10 times while beneath its branches. This ancient ritual will cause a door to materialize out of thin air go through it. To pass over the first quicksand pit, either use the Spring to reach the spinning block outlines that will carry you over, or alternatively (and more quickly), flip to 3D to simply jump across. Just after is a much longer pool of quicksand, scope it out in 3D to find a pathway leading right through the center. On the other side, you'll find a blue switch that activates the nearby flip panels. To trigger the switch, use the spring to land on the red blocks bordering the switch, then leap to the single brick opposite the switch. Now just toss your Pixl, Thoreau at it, through the gap, to get the flip panels spinning - ride them to the other side where you'll find a door and a save block. Boss: O'Chucks Anyway, O'Chunks' head is his weakpoint, but it can be difficult to hit since he's constantly moving around. Use Thoreau to grab and throw O'Chunks, which will stun him for a few seconds, then quickly leap onto his noggin once or twice to inflict damage. Lather, rinse, repeat until he's defeated. With O'Chunks defeated, head through the right door. Now climb the floating yellow platforms to your left up to a door. Flip to 3D at the statue and read both the text on the front and the side to find out what to do next. Go back to the previous area, but this time, climb the platforms on the right this time up to another door. When on top of the blue pillar, press the "1" and "-" buttons simultaneously, as the statue instructed, to reveal the Star Block at the end of the level. 1-4 It's the beginning of the end…of this chapter at least! Stick to the bottom floor to work your way through the first part of the dungeon. While the room with the numerous spinning flames may appear daunting, flip to 3D to take them out of the picture. Skip past the locked door to find a pair of blocks only visible from the third dimension; hit them to convert them to 2D, then use them as a platform to reach the door while in 2D. Climb the ladder on the far side of the room to reach a chest containing a key. Use it to unlock the door you passed earlier. After using the save block, navigate to the two doors at the end of the room. Since the bottom one is locked, you'll have to figure out how to get to the top one. As you may have guessed, flip to 3D and use the ? block that appears to reach the door. On the bottom floor of this room, you'll find a blue switch chilling on the ceiling, but how will you ever reach it? Thankfully, whoever built this dungeon placed a pipe nearby that spawns enemies continually - grab one of them with Thoreau and chuck it at the switch to cause something to happen outside the room. Backtrack to the blocks spanning the sandpit earlier to find a key in the ceiling. Stand on one of the lone blocks to either side, then launch Thoreau to grasp it. Now use it on the locked door. Inside, you'll find a door positioned several feet off the ground, and unlike before, there are no blocks to be found in either dimension. This time, point the Wii Remote at the screen to discover a hidden platform just below the door click on it to make it useable. Follow the path left to find a key encased in bricks or so you think. Flip the world to 3D to discover the truth: the key is actually hidden in a path behind the bricks! Grab it and open the locked door. Use the spring to leap to the left path, then flip to 3D and climb the ladder. Hit the blue switch at the top to make a large, red ! switch appear and unleash a hoard of round thwomps. Quickly activate the red ! switch on the left side of the room to open a hidden panel in the floor that the thwomps will fall into. Conveniently, there are just enough of them to fill the gap, permitting access to the door below. When at the four red blocks, flip to 3D to find that a number written on each one. Hit the blocks in order, starting at one, to reveal a staircase. Climb it to the Save Block and a pipe leading to this level's boss. Boss: Fracktail Fracktail is the guardian of the Pure Heart and does not put up much of a fight. The yellow antenna atop on Fracktail's head is his weak point, but to reach it, you'll have to hitch a ride on his back. The only way to catch a lift is to hop aboard from the 3rd dimension as Fracktail swoops across the ground horizontally. Tippi will usually you a heads up just before he performs this attack, but you'll know he's about to attack if he swoops above you left-to-right first. Once on board, work your way up to his head, then grab an enemy with Thoreau and toss it at the antenna. After three attacks, Fracktail will perform a mid-air loop - jump as soon as you reach his tail to land on his swooping head and repeat the attack. If you fall to the ground below, worry not. Just climb aboard again during his horizontal swooping attack. After 9 hits, Fracktail will go down for the count. Enter the door that appears to be rewarded with the Pure Heart. ------------------- 3.2 Prologue & Chapter 2 ------------------- Objectives: * Evacuate Building as Peach * Meet with Merlon * Revive Peach * Locate Heart Pillar Evacuate Building as Peach If you've played the previous Paper Mario games, then it probably won't come as a surprise that Princess Peach joins your party. If you haven't played those games, then, well…spoilers. Anyway, playing as Peach is a bit different from what you're used to. First off, she can't flip the world to 3D. Secondly, she has no Pixl helpers. But on the flipside, she does have an umbrella that allows her to float long distances. After Peach dusts herself off, proceed through the door to begin the evacuation route. Following some more exposition, drop off the ledge and keep going left until you reach the first door. Go through it and continue left to reach a dead end, where you'll be ambushed by Bleck's cronies. Thankfully, you'll be saved by some mysterious force. Meet with Merlon With Mario back from world 1, it's time to pay Merlon a visit. Take the elevator down to have him greet you at the base. You'll soon learn of a girl who fell from the sky. Follow Merlon to the Elevator past the inn, and ride it to the third floor. After disembarking, head left to find out who this girl really is. Why, it's princess Peach, who knew! It seems the fall knocked her out cold, and the only way to revive her is with the cooking of Saffron the chef, located on the first floor. Revive Peach But wait! You can save yourself some time by picking up a Fire Burst from the local item shop on the second floor before visiting the chef, as she requires that ingredient for the recipe. After you pocket the Fire Burst, visit the Chef on the first floor to obtain the Spicy Soup just what the doctor ordered. Return to Princess Peach with the soup to revive her. With Peach feeling refreshed, she'll join your party, and Merlon will award her with the Old Key, which can be used on a gate just outside. Locate Heart Pillar Outside Merlon's house, switch back to Mario, then flip to 3D. Use the Old Key on the gate east of your current location. Once through, navigate in 3D down the eastern path, near the sign, then take the warp pipe. At the stone pillar, flip to 3D to discover an arrow on its side pointing to a path on the right. Obviously, follow the path. At the other side, climb the pillars closest to the camera, then use Peach to float across the gap, using the pillars as steppingstones to reach the Heart Pillar on the other side. With the Pure Heart in place, the door to world 2 will be revealed. To get there quickly, use the Return Pipe item in your inventory. 2-1 It's a good thing Peach joined your party, otherwise Mario would be up a creek without a paddle. You'll have to switch between the two characters often in order to clear the trials ahead. Use Peach to float over the large water hole, then flip the world to 3D (as Mario) past the next set of floating platforms to find a pair of Flip Blocks. Smack them, then leap onto them in 2D to reach the high land masses. Now use Peach to leap across the platforms to a pipe at the end. nside, destroy the enemies roaming about to reveal a chest containing a key. Exit the room and unlock the door below the warp pipe. As Peach, run to the end of this section and use your umbrella to leap from the pipe to the platform. Now use the Flip Panels, then leap across the platforms to the opposite end of the stage to find a warp pipe that will move you to the background. Activate the Blue Switch to the far right then proceed through the door that materializes, just below the Flip Panels you used earlier. Hit the sole ? box in the upper row to find a Mega Star. Now that you're super-sized, charge through everything as fast as you can, before its effects run out. Look for the Save Box at the end, then go through the door. Enter the warp pipe midway through this section to reach a small cavern. It may look empty, but Mario knows better than that. Point the Wii Remote at the screen to find a switch you can activate that will make a warp pipe appear. Take it down to the next floor then destroy the enemies there to spawn a treasure chest. Well, don't just sit there, open it! Inside, you'll find Boomer, a bomb-shaped Pixl that's been blessed with the gift of explosives. Answer his nonsensical questions however you like to let him join your party. After remerging from the cavern, head for the four doors to the right. Use Boomer to blow up the bricks blocking the way, then enter the fourth door (the one furthest to the left). Inside, flip to 3D and set Boomer down on the floor, near the bricks blocking the hole. Drop to the floor below and activate the switch to change something outside. Now drop through one more hole and exit through the door. So what changed? A fifth, golden door has appeared to the far left - go through it. Now just hit the Star Block at the end to complete the level. 2-2 Finally, Merlee's Mansion, but you may find yourself wishing you'd never found this place given some of the challenge that lie within. After entering the mansion, you'll have to deal with two guards. While they don't mean you any harm, they will eject you from the mansion if you're caught. Due to their size, they're difficult to evade in both dimensions, plus they can't be killed. However, you can toss them aside with Thoreau's power (or if you're feeling daring, you can jump over them as well). Flip to 3D at the hallway's end to find a door hidden behind a curtain. Use the Save Block, then speak with the maid ahead. She'll give you a rundown of what's happening, but will also warn you about entering any other rooms but the top-right one. Heed her advice if you just want to complete the level, otherwise, feel free to visit the other rooms to grab some items and coins, but watch out for the various traps! Now that you're done fooling around, proceed through the top-right door to begin the search for the key. Activate the green switch near the back wall to set the ceiling spikes in motion. When it looks like they're about to crush you, flip to 3D, then leap on top to ride them up to the next floor. Climb the platforms on the left then use Boomer to blow up the bricks. Flip to 3D to pass the indestructible columns and continue along the path to a chest containing the key. With the key in tow, you can now open the locked door in the bottom-right corner of the previous room. However, the large purple guard may pose some trouble flip to 3D and dart past him to the door which leads to the level's end. 2-3 A short ways into the level, you'll find a vase teetering precariously on a floating block. Put aside your instinct and break the vase by jumping into the block; you can't actually proceed through the level if you don't. Once the vase shatters, the maid will run in and proclaim it was her true love, and as a result, she'll task you with earning back its worth: all 1,000,000 Rubees of it. Use the block where the vase used to be to leap to the ledge above. From there, use Peach to float over the block to a platform on the other side. Flip to 3D, then walk toward the camera (past the door) to find a treasure chest containing a new Pixl. Now it's time to work your way to the Generator room, upstairs, first door (or take a huge shortcut, mentioned below). Shortcut! Instead of heading to the Generator room, you can head right to one of your final tasks: opening the vault. Typically, you'd have to perform a few tasks first, but since the pass code to open it is always the same, you can save yourself some major time. Head to the top floor and then flip to 3D in the far left corner. Walk toward the camera, hit the block, then climb the ladder that pops out. At the top, use Slim to fit between the lasers, then enter this code into the vault door: 41262816. After collecting the million Rubees inside, return to the bank on the bottom floor to complete the level. Non Shortcut! It's time to begin earning some Rubbles. Head through the first upstairs door (furthest to the right). Speak with the warden at the end to take on your first job: making energy by hitting blocks. Each hit of the block works out to one Rubee, and since you're going to see 100 of them for now, jump 100 times. Also, while you can work in either dimension, I suggest using the 3rd to avoid being hit by the "Motivational Sparks." After 100 leaps, speak with the Warden to collect your earnings. Now that your wallet is partially filled, head back downstairs and enter the room by where you found Slim. Speak with the prisoner on the left and give him the 100 Rubees to learn the pass code for the middle door upstairs: 5963. After opening the locked door, speak with the warden on the far end to get to work on your second energy earning task: running in a giant hamster wheel. Unfortunately, you're going to have to run for just under six minutes to earn your next amount: 10,000 Rubees. Sadly, there's no easy way around this (unless you make use of the shortcut mentioned above), so have fun with pressing right on the control pad for that time! Once the time has elapsed, speak with the warden to claim your prize, which should be over 10,000 Rubees. Now exit the room and enter the door on the far left to another jail cell. Flip the room to 3D and speak with the inmate that appears in the corner. Pay him the 10 grand he wants to learn the secret pass code: 41262816. After exiting the room, flip to 3D and run towards the camera to find a block. Smack it to extend a ladder. At the top, you'll discover the vault's security system: a series of lasers. But with Slim at your side, this won't be a problem at all. Use his flattening power, then stand completely still as the lasers pass by, then work your way to the door. Once there, enter the code you learned earlier: 41262816. As it just so happens, there is exactly 1,000,000 Rubees inside! Awesome! Sadly, you won't be rich for long. Return to Rubee Savings and Loan on the first floor and speak with the maid behind the counter to pay off your balance and reveal the Star Block. Now use Slim once more to navigate between the bars to reach the star. 2-4 After meeting with the Merlee's ghostly figure, you need to locate her physical location. Unfortunately, a maze of doors lies between you and her, so things may get confusing. Thankfully, most of the rooms have a sign posted on the wall containing the room's number, which we'll use for reference. I suggest using this route: Room 1 (left door), Room 3 (right door), Pink Room (left door, reached via the Flip Blocks). Meet Mimi Mimi is invincible for now, so attacking her is fruitless. Your best defense is to get away from her ASAP. To complicate matters, she'll follow you throughout the mansion, appearing in any room you linger in for more than a few seconds. If you find yourself cornered, flip to 3D to step around her. For now, exit out the door to your right (on the top floor). Now it's time to tackle another maze o' doors. Again, there are several routes to get you through, but here's one we suggest: In Room #5, fall through the crack with Flip, and enter the door leading to Room #6. Enter top-right door to Room #8. Enter another top-right door to Room #9. Finally, enter the top-left door to reach the final room of the maze. If you get lost, consult the room guide below to find out where to go. Finally, the door maze is done (so long as you don't go back!). Defeat the large Boo by jumping on top of him while his back is turned to you. Afterward, point the Wii Remote at the screen and target the faint staircase outline in the background to make it visible. Climb it to the door. Use the Save Block at the end of the hallway, then defy those pesky 'social conventions' by marching Mario right into the girl's restroom. Open the third stall from the left to find the real Merlee…for now. The imposter will soon appear, making it impossible for Mario to discern who's who. To settle the matter, you'll have to play a game show where you can ask each of them five questions. Have fun with this part, as the questions you ask, and the person you choose at the real Merlee doesn't affect the outcome (though if you're a stickler for accuracy, the real Merlee is on the left, as indicated by the fly circling her). After the game show, the Merlee imposter will once again assume her true form: Mimi. Boss: Mimi Mimi has more bark than she does bite. Defeating her is a simple matter of using Thoreau to grab the Rubees she expels and tossing them back at her. After she falls to the ground, you can continue to chuck Rubees, but it's easier (and quicker) to leap high and land on her head. As you attack, her legs will begin to fall off, one by one, which shows how much health she has left. But beware, after a successful attack, she'll launch a wave of Rubees flip to 3D to avoid them. However, you can prevent the Rubee Wave attack entirely by attacking relentlessly. After a successful hit, attack her again immediately! You can string your attacks together to take her down within seconds, all the while preventing her from attacking. She'll admit defeat once all of her legs have fallen off. ------------------- 3.3 Prologue & Chapter 3 ------------------- Objectives: * Evacuate Building as Luigi * Find Heart Pillar * Enter World 3 Evacuate Building as Luigi Once Luigi awakens, follow the Goombas through the door to your left. Now continue left, going through every door you come across, until you eventually trigger a cut-scene at the end of a long hallway. Find Heart Pillar Back in Flipside, travel to Flipside Outskirts, via the path found outside Merlon's house while in 3D. Travel down the pipe, then scurry across the gaps to the far side to find another pipe. Use Boomer to destroy the blocks preventing access, then take it down. On the basement's first floor, skip past the warp pipe to the wall at the end. Once there, flip to 3D to find a small slit you can fit through with Slim's powers, where you'll find the third Heart Pillar. Enter World 3 With the World 3 door revealed, use the Return Pipe to reach it quickly. Travel to the far wall and leap onto the top block. Now it may appear there's no where to go from here, but looks can be deceiving. Point the Wii Remote at the screen to find a series of hidden blocks - click on each one to make it visible, then use them to cross the gap. When you reach the silhouette of the door, flip to 3D and run down the hallway that appears to find a Blue Switch. Jump on it to open the way to the Pit of 100 Trials. While you can enter the Pit at any time, we recommend coming back much later in the game, after you've leveled up significantly. 3-1 Oh noes! Tippi has been kidnapped by Frank, some techno-nerd Lizard thing. Even worse, this leaves you without Pixl's special abilities! Interact with the bush just a few feet up the path to meet a friendly Pixl who'll give you three pointers: Blow up the red X mark, find Sea Monster's red tentacle, and finally, ride the red wind. But don't worry about these for now, you've got some platforming to do! Once you reach the third, green pipe, switch to 3D to find a flip block (there's also a Save Block just after). Smack it, then use the block to reach the pipe. Hit the block above to extend a ladder leading to a high door. Hit the block near where you emerge to find a Mega Star. Now just charge through everything until you reach a door to the far right. On the other side, you'll come across a scared Koopa Troopa who'll find his own Mega Star, turning him into a worthy opponent. Hightail it to a ? block to the left to find another Mega Start of your own. Now just charge right again, through the Koopa, and anything else in your path. Read the sign at the end to learn an important clue - or at least you would if weren't written backwards! For those who have trouble, the message reads: "Fall in between the red pipes." Hit the Blue Switch at the end to create a platform you can use to go back through the door you just came through. Continue to backtrack until you reach the door you reached via ladder. Now make your way to a pair of red pipes to your right. Once at the red pipes, honor what the sign said, and leap into the chasm. World 1-2 Super Mario Brothers; you know it, right? This level should look very, very familiar then, right down to the Warp Zone at the end. You shouldn't have much difficult working your way to the end of this portion. Crossroads The pipe at the end of the level will get you closer to the goal, but you may want to think twice before taking it, as there are quicker methods. As you may recall from your NES days, there's a hidden "warp zone" just behind this wall. To reach it, ride one of the nearby platforms up, then run along the ceiling to the right to find it. There are three pipes here, and each takes you to a different location. The Center Pipe The middle pipe is the one you're looking for. It will pop you out further up the path than the pipe just before the warp zone would have. In addition, you'll emerge right next to a Save Block. Score! Now run toward the castle to the right. Castle Crashers Although the Koopa near the ledge of the castle may appear difficult to defeat, a simple high jump will be enough to land on his head. Dash past a few more enemies until you reach a red "X" etches on the castle's wall. Plant Boomer next to it to bring the house down. Boss: Browser Bowser's not happy about you destroying his castle, so he'll fight you to the death…or at least, the forfeit, and that will most likely be Bowser's. He doesn't put up much of a fight, which brings into question how exactly he's managed to capture the Princess so many times. Regardless, it's time to kick some Bowser butt. Bowser's main attacks involve jumping around and exhaling flames. Keep your distance to avoid both of these attacks, or flip to 3D if you find yourself cornered. To counter-attack, deploy Boomer in Bowser's path to deal massive damage. After a few hits, Bowser will not only admit defeat, but he'll join your team as well. Heck of a guy. 3-2 It seems fitting that a water world would succeed Super Paper Mario's take on SMB's 1-2 level. Bowser is a great character to play as while swimming, as he's the only one capable of attacking! Use his flame breath whenever an enemy gets near. When you reach the strong veritcal current, flip to 3D to discover a safe path in the wall above. Heck, you'll even get more coins this way! Interestingly, there's a tunnel up ahead you can not cross in 3D due to a grate. Flip to 2D to get by without incident. We suggest swimming through the tunnel as Bowser, since the aquatic life can be difficult to avoid without his fire attack. As you swim, note the six yellowish pillars along the ground -- these will come into play later. When at the walled in pipe, look for a Save Block to the right, then flip to 3D to access the pipe. After popping out of the pipe, watch out for the occasional tentacle and avoid the whirl pools although they don't harm you directly, they can throw you into a nearby enemy. Swim past the first opening, and continue to the end to find a diagram on the wall showing the six pillars you passed earlier arranged in a particular order. Remember this well (or not, since you have this freakin' guide) and now backtrack to the opening you skipped just a few seconds earlier to find a warp pipe. After warping, follow the waterway and go through the door at the end. Use Bowser's fiery breath to clear the room of enemies, and reveal a chest containing a Pixl named Thudley. His power allows you to perform a 'butt-stomp' whenever you want, even underwater! With this, you can pond enemies and even pillars. Speaking of which, try it out on the pillar by the door to open the way. Now backtrack to the six pillars you saw earlier. Use the butt-stomp maneuver to raise and lower the platforms, to form the same pattern shown in the diagram (For those who forgot: Up, down, down, Up, down, up). With the pillars in their proper place, a door will appear. Once through the door, carefully swim past the large fish (or use Bowser to take them down) to eventually come across this level's boss: Big Blooper. Boss: Big Blooper Big Blooper's weakness are his red tentacles that pop up every now and then. You can attack them in one of two ways: Use Bowser's flame breath, which is easier, but slow, or use the Ground Pound attack, which is much faster. Between the attacks of the red tentacles, blue ones may pop-up on occasion. Attack them to cause the red ones to rise sooner. After a few hits, Big Blooper will go down for the count. With the boss taken care of, head through the pipe to the right and hit the Star Brick to complete the level. 3-3 You'll be doing a lot of climbing for the first portion of this chapter. Just watch your step, because one small slip can result in a long fall down. Climb up to the yellow platform and ride it to the other side. Continue climbing until you reach a platform on the left, where you seemingly can't climb any higher. Switch to 3D and hit the flip blocks and use them to reach the platform above (in 2D). Use Peach to float across the gap, to the right, climb up a couple more platforms, then float back to the left. Ground pound the yellow peg to reveal a platform that's essential for continuing your climb. After the platform carries you over, flip to 3D on the top ledge and use the line of blocks that appear to cross the gap. Once at the tree's top, you'll discover a door, but it's been covered in bark! Thankfully, bark is no match for fire, so switch to Bowser and use his flame breath to clear it from the door. To climb the tree's interior, you'll have to interact with a series of blue/pink switches that make platforms of their respective color appear and disappear.Begin by using the platform to reach a yellow pipe on the ledge above. It will leads to a Save Block, but more importantly, a blue switch. Smack it to turn it pink, which will reveal a pair of platforms below. Take the pipe back down and climb the platforms to a pink switch. Smack it to turn it blue, and jump across the platform that materializes, to a yellow platform. Wait here until the platform on the square track to your right can be leapt to, then leap to the right once more to find a yellow pillar. Ground pound it to reveal a ladder leading back down to the switch you just activated flip it back to pink, then climb the ladder back up. Leap back to the platform on the square track, then jump to the ledge above. Now jump to the pink platform on the left, then to the yellow platform on the track. Ride up to a brick ledge on the right when there, flip to 3D to discover a yellow pipe. Inside, you'll find a row of spikes that pop out of the ground every few seconds. Run across when they've submerged, then use Slim's thinning powers to avoid the spikes as they pop back up -- make sure to stand perfectly still as soon as the spikes appear to avoid being harmed. Activate the switch at the end to turn it blue, then exit the room. Cross the gap via the blue platform to reach an oddly shaped ledge, containing a blue switch. Drop boomer into the gap containing the spikes to trigger the switch., turning it pink. Before crossing the pink platform that appeared, drop Boomer by the switch once more, then quickly cross the gulf before he explodes. This will cause a blue platform to appear once you've crossed the gap. Leap to it, then to the yellow platforms on the track, up to the ledge above to find another warp pipe. Inside, you'll find a small gap in the wall that a platform moves back and forth through. While standing, Mario's too large to fit through, so try crouching instead. Duck beneath he wall, then jump into the gap, while continuing to duck. One wedged inside, stand up and continue to the switch. Plant Boomer by it, then quickly jump back through the hole in the floor before he explodes. The switch should now be Pink. Exit back through the pipe. Cross to the far side of the room, flip to 3D, then leap on top of the Pink platform to the ledge above. Hit the switch to reveal a door just above - you may also want to take the time to ground pound the nearby ? block for a mushroom. With the door in place, fall down the tree's interior until you reach the first pipe above the ground floor (the one you first took when entering). Boss: Dimentio Like any great Magician, Dimentio will try to distract you with visual trickery. Don't fall victim to his games. As with most enemies, he can be defeated with simple jumps to the head. Bowser's strong attacks and far reaching flame breath are ideal for this enemy, but his large size can make avoiding Dimentio's attacks difficult. Dimentio will split in to two on occasion. While you can use Thoreau to detect the imposter, it's generally easier to just jump on both of their heads to find out who's who. In addition, Dimentio may launch an odd attack that causes blockish platforms to appear around you make sure to avoid these, otherwise you may become trapped temporarily and fall prey to heavy damage. After Dimentio's defeat, climb to the top of the tree and leap atop the Red Wind and ride it to a waiting pipe, which leads to the Star Block. However, before doing so, you may want to flip to 3D to access a coin block hidden behind the pipe you emerge from. 3-4 Francis's front entrance is locked, but the key is foolishly hidden nearby. Flip to 3D and check the corner past the door to find a warp pipe. Use Thoreau to grab the block from the corner, then chuck it at the blue switch to reveal a chest containing the key to Fort Frances. Use the key to enter Fort Frances. After saving your game, resist the urge to enter the door ahead. Instead, flip to 3D, and leap over the door to a hidden pipe. Use the block to jump atop a hard-to-see platform, above the spike pit (flip to 3D to make it easier to see). Run to the other side, but check out the sign along the way to learn the passwords to two of Francis' guarded rooms (Right Room: 2323, Left Room: 2828). At the caged Pixl (named Carrie), ground pound the switch to free him. After learning that the both of you think alike, he will join your team. With Carri's power, you can ride on him at high speeds across almost any surface, including spike pits! Give him a test drive and backtrack through this room, back to the fortress's entrance (don't forget to flip to 3D at the end to find the pipe again). Once there, go through the right door. As you run through the room, make note of the large cat-face door - you'll be coming back to it later. (Or, for a few kicks, look inside the keyholes to read some funny lines). Proceed through the door at the room's end. Flip to 3D in this room to find a series of platforms leading to the next level, then go through the door. Just watch out for the robotic-cat; you can use Thoreau to toss one of the mini-cats it expels into its cannon to defeat it. About halfway through the corridor, you'll find a door hanging from the wall. Use Thudley's Ground-Pound move to knock it down, then go through it. Use Carrie to cross the spike-filled floor and enter the next room. You'll soon come across the security-cat for Francis' first room. Answer "true" to all three of its questions, then type in the pass code you learned from the sign earlier: 2323. An elevator door will now be revealed. Note: If you answer her questions incorrectly, or type in the wrong password, the floor will drop out from beneath you, causing Mario to fall into a pit. If this happens, use Thoreau to grab the block, then stand on the switch while holding it to reveal the pipe out of here. Now head left, flip to 3D, and enter the pipe to return to the fortress's entrance. Now just work your way back to the security room. After the elevator ride, use the large cat as a stepping stone to reach the chest in the upper left, containing a Fort Francis key. Now backtrack to the main hall, where you found the hanging door. Back in the hall, look for another hanging door to the left. Perform another ground pound to knock it down, then go through it. Inside, leap onto a ledge on the right side of the room (it's easier to see in 3D), then use Peach to float to another on the opposite side. Use 3D here to climb up to the next level and go through the door. Oh look, another bridge is out! What is wrong with this world? Use Thoreau to grab one of the flying cat things, then toss it into the blue switch hanging from the ceiling to recreate the bridge. Now cross it to a door on the far side. Inside is another security cat. Answer all of its questions with "true," once again, then type in the pass code: 2828 to reveal another door.Like before, use the large cat to leap from onto the high platform where you'll find the 2nd key. Now backtrack all the way to the large door, with the two keyholes, near the entrance of the castle. Once there, we suggest using the Save Block by the entrance, otherwise it'll be a long trek if you're defeated. Now since only Francis and "hot girls" are allowed in the room, use Peach to place the keys in both keyholes. You'll then be quizzed on your "compatibility" with Francis answer all ten questions with "True" to be admitted access. If you set off the lasers by mistake (by using anyone other than Peach, or answering the questions incorrectly run to the far end of the room to avoid them). Inside, you'll meet Francis. It seems Francis suffers from stage-fright when speaking with "hot girls," and relies upon his trusty sidekick. Answer his questions however you want to eventually battle him over Tippi. Boss: Francis Turns out Francis is actually a Chameleon, capable of blending in with the background. It's impossible to track him in 2D, but if you flip to 3D, you can see his shadow. However, flipping to 3D requires that you play as Mario, which may not be the best strategy. While Mario can attack Francis, by using Thoreau to grab the cat-bombs and throwing them at him, a more effective tactic is to use Bowser's powerful fire-breath, in conjunction with Thoreau. In fact, we suggest standing still as Bowser, and wait for Francis to come to you. As soon as he appears, flip to face him and launch your fire breath. On occasion, Francis may grab you with his tongue and attempt to digest you. Shake the controller quickly to escape, as you'll endure more damage the longer you stay in his mouth. Also, Francis will attempt to blind you with flashes of his camera. You can prevent this by attacking him as soon as he appears, but aside from temporary blindness, the flash is harmless, so don't sweat it too much. Once Francis is defeated, you'll be awarded with another Pure Heart. ------------------- 3.4 Prologue & Chapter 4 ------------------- Objectives: * Locate Heart Pillar * Enter Chapter 4 Door * Speak with Merlon * Find Boy * Free the Fish Locate Heart Pillar With the Void getting larger, it's time to get moving. Head toward Flipside Outskirts, via the path near Merlon's house (visible in 3D). However, instead of heading down the green pipe, venture to the opposite side to find some pillars. While these pillars are just begging for a pounding…a ground pounding, you may not know the pattern they need to be in. Flip to 3D to find an arrow on the side of each pillar that points in the direction the Pillar should go. For those who are really lazy, here's the order: Down, Up, Down, Up, Down (they alternate, in other words). With the pillars in place, the Heart Pillar will rise to the left. After giving it the Pure Heart and opening the door to Chapter 4, use the Return Pipe to reach it quickly. Enter Chapter 4 Door Oh look, a space world - awesome! But wait, Mario's like to breath, don't they? Well, until you can find a space helmet, you won't be going much further. Once Tippi returns you to Flipside, give Merlon a visit to find out what to do next. Speak with Merlon Although Merlon lacks a spacesuit, he does have a fish bowl you can use, or so he thought. It seems he gave it to a little boy earlier in the day. Find Boy Look for the boy near the very first Heart Pillar, on the third floor. He'll agree to give it to you, but under one condition: You must free the fish currently occupying it. Free the Fish However, the only place in Flipside that has water running through it is in the first floor of the basement. Take the elevator down to find it. Once there, walk up to the water's edge to free the fish, and gain use of the fish bowl. Before leaving, flip to 3D to find a chest just across the water that contains the InterNed card. Now use the Return Pipe and head through the chapter 4 door. 4-1 It's good to be back, and this time you have an air supply on your side! The controls for space are pretty simple - just press in the direction you want to go. But beware, you can't move vertically (up or down) while in 3D! So be careful when and where you it! Mario starts off in a large field of emptiness, but you will soon see the occasional "SOS" distress signal. Follow them to the bottom-right corner of the map to find several sparkling stars. Point the Wii Remote at them to reveal a spaceship! Interact with it to make the pilot reveal himself. The friendly life form will request that you build up some energy, by holding down the A button. There's no need to go crazy here, five or six seconds should be enough. With the energy you've stored up, he'll warp you to the next section. With the alien on your side, soar to the right, blasting anything within sight. However, flip to 3D at this boulder (just before the Save Block) to find a Foton card behind it. Make use of the Save Block, then proceed through the swirling vortex of DOOM…okay, not really, but go through it anyway. Continue until you reach the pair of Vortexs. Now here's where things start to get tricky, thanks to the numerous vortexes, with nary a hint of where they lead to. Thankfully, the first two warp you to the same general area, so take either one (though the first is slightly faster). After warping, ignore the nearby Vortex, as it's simply the exit of the portal you skipped in the previous section. Continue right until you find a single vortex all by itself. Flip to 3D, and look behind a meteor, to the right of where you emerge, to find a Catch Card SP. Now work your way to a portal all the way left (make sure to bypass the portal you just took to get here). After warping, continue going right to find the Star Block at the end. 4-2 Now that you're on the surface of a strange planet, there are a few things to keep in mind. While there are numerous deep hits scattered about, these aren't bottomless, so make sure to explore the nooks and crannies of this planet. Also, keep in mind that Mario can jump really high in low-gravity by holding down the jump button, so that out-of-reach platform may not be as far as you thought. From the get-go, your little alien bud will take off running. Where could he be off to? Continue right to find him in line at an outhouse; unfortunately, it seems the creature inside lacks toilet paper, and won't come out until he has some! Continue heading right. Make note of the locked door at the bottom of the 2nd pit - you'll be coming back to it later (in addition, flip to 3D to find a coin-covered walkway on the ledge above). Work your way to the door at the very end. Blow up the bricks at the end of this area to reveal a door. Through the door, you'll find a Save Block. Now leap up to the ledge on the right, flip to 3D, and use Slim to slip through the slit in the wall. When you reach the first, alien-looking door, flip to 3D to discover a path that leads across the chasm. Continue past the door, then flip to 3D when you reach an otherwise impassable wall, to find a tunnel that takes you through. Go through the door at the far end. Work your way to another door at the end of this section. However, to make things easier, nab the Mega Star from the 4th ? block on the lower level. In the next section, flip to 3D at the tall green pipe to find some Space Food. Then from there, jump to the alien door on the right. Inside, speak with the old man, who'll offer to sell you an Ancient Clue for 1,000 coins. Turn him down twice, then take him up on his final, reduced offer of 10 coins. With the Ancient Clue in tow, return to the Outhouse where your alien bud waits. Speak with Fleep, the Pixl inside the restroom, and give him the Ancient Clue to use as toilet paper. He'll be so thankful, he'll join your team! Fleep's power allows you to flip over parts of the screen, where secrets might be hiding. Now make your way to the strange tear-in-space you passed earlier. Once there, use Flip to turn over the space where the tear appears, to reveal a key. Collect it and head back to the locked door, found two pits to the left. Once through, look for the Star Block at the end. 4-3 You're about to embark on a journey through a long and confusing maze, but things start off slowly. Weave your way between the rotating platforms until you find a Red X at the end. Use Fleep's power to flip over the X, revealing a door. Squeeze your alien buddy, Squirps, into the hole to reveal the Space Gate, which leads to the Whoa Zone. Use Fleep once more to flip over a second Red X, to make two pillars appear. This time, both of them have a Squirps shaped hole. Twist Squirps into one of them, but he'll be stricken by a hunger attack and can't move until you locate some chocolate. Now enter the vortex to the right (and don't forget to use the Save Block just after!) You'll emerge in a vast field, containing five vortexes. However, make a mental note of the one you just came through it's the only purple one, so make sure to avoid it until after you obtain the chocolate, unless you want to go back for some reason. To proceed through the level, you should head toward the Vortex in the upper-right corner. After taking the Vortex in the upper-right corner, enter the conveniently located convenience store at the far end. Purchase any one of the three chocolate bars on display, then return to Squirps via the light-purple vortex near the bottom-left corner of the previous area. Squirps will be so delighted by the chocolate you feed him, he'll split into two and fill in both slots on the pillars, revealing another door. Head through it to find the Star Block. 4-4 The Whoa Zone is aptly named, as it's pretty crazy. You'll have to manipulate gravity while navigating the treacherous maze. Look for a Save Block from the get-go, then head through the door. At the end of the hallway, flip to 3D before the first door to find a second door on a high ledge - go through that one. In the next room, cross the gap as Peach and enter the far door. Inside, you'll find a treasure chest, but it's blocked by a strange force-field emitting creature. Flip to 3D to get around the field and open the chest, which contains a Dimension key. With key in hand, backtrack to the room where you found the door on the ledge in 3D. Once there, go through the door just below. Flip to 3D along the back wall and climb the block platforms to a door at the opposite end. Unlock it with the Dimension Key. Whoa! Mario's now walking on the ceiling! Run to the ceiling door to the right. Mario should now be clinging to the left wall. Up ahead are two doors, the second door is the one you want, but it's tricky to get to. Switch to Peach when on the ledge before the second door, then use her umbrella to float over the gap to another ledge, where you'll find a door near the ceiling. Flip to 3D at the base of the staircase, and run toward the camera, off the ledge, to an area below. Now smack the black block with the two-way arrow to reverse the gravitational pull. In other words, Mario should now be on the ceiling. Make your way through the door on the right. Use Peach to cross the gap, then flip to 3D at the back wall to find a door. Run along the ceiling to a chest on the right, which contains another Dimension Key. Now exit the room, via the door visible in 3D, then backtrack a few more rooms until you reach the one where Mario clung to the left wall. Remember the door you passed earlier? Go through it. You should now be on the opposite wall; run down to another door. Unlock the door at the far end of the room. Hit the gravity-switch block and walk along the ceiling to the right and hit a second gravity- switch block. Subsequently, point the Wii Remote at the screen along the right wall to unveil a hidden door. At the back of this room is a black-box with a circular arrow. Smack it to switch the gravity to the left wall. Run up it to hit a second box, that'll pull you to the ceiling hit that same block once more to be sucked to the right wall. Run down to another door. You should now be on the left wall of this room. Go through the door below to emerge back on the ground. Go through another door right of the ? blocks to appear on the ceiling. Follow the ceiling left to find a chest containing a third Dimension Key. Now backtrack through the series of doors to the previous room. Back in the room with the gravity switching blocks, work your way to the door on the ceiling. To get there, hit the gravity switch below you twice. Then run up the left wall, hit the gravity switch once more, and enter the door on the ceiling. Hit the gravity block to return to the ground, use the Save Block, then unlock the door. Boss: Mr. L Don't let Mr. L's bad look scare you - he's a complete pushover. Most of Mr. L's attacks involve jumping, so just stay out of flight path to avoid being it. Also, Mr. L has an unlimited supply of Shroom Shakes, which means he can recover health on a whim. But thankfully, he gives ample warning, so attack him as soon as you the Shroom Shake canister. However, in all likelihood, you won't even have to deal with Mr. L's attacks, so long as you're quick on the offensive. There are several methods of beating him, with the last one being the quickest. * Mario: Jump on his head, then continually attack before he can recover. This will prevent him from perform any attacks resulting in an easy victory. * Pixl Barry: Or better yet, yet Mr. L come to you. Once he nears, activate Barry's power to shield yourself, and harm the boss. Repeat this until * Bowser: Or, if you're the impatient type, the absolute quickest way is to use Bowser's flame breath. Each hit deals upward of 10 damage, so it should only take 4 or 5 direct hits to take Mr. L down. Beware, after you inflict enough damage, Mr. L will call upon the aid of the Brobot for part 2 of this battle. Boss: Brobot In the vein of classic space shooters, this boss is all button mashing. Just hammer on the fire button while avoiding the laser beams that emit from Brobot's eyes. Oh, and make sure to battle it out in 2D, and not in 3D, as it's much easier to evade his attacks in just two-dimensions. On occasion, Brobot may fly across the screen. Avoid him by sticking to the top or bottom portion of the screen. Floating throughout the arena are colored power-ups. Each color corresponds to a particular ability, so be sure to collect them to make this fight even easier! * Power Up (Red) - Increases your attack strength. * Speed Up (Yellow) - Allows you to move quicker. * Missile (Green) - Adds a missile to your inventory. * Barrier (Blue) - A shield protects you. * Split (Purple) - Fire more shots at a time. After you inflict a few hundred hit points worth of damage (don't worry, it goes by quicker than you'd think), Brobot will go down for the count. With Mr. L taken care of, for now, head out the door to acquire the Pure Heart. ------------------- 3.5 Prologue & Chapter 5 ------------------- Oh no, Tippi's lost her strength! Well, there's not much you can do, so seek out the next heart pillar After exiting Merlon's house, take the left elevator down to the first floor. Now run to the far right wall and use Boomer to blow open the cracked wall, if you didn't before. Now flip to 3D to go through the hole to the other side. A sign on the wall ahead reads "Eight Blocks, Each Color once" you'll learn what this means in a few moments. Now use Fleep's page turning power on the glowing tear between the two buildings to reveal a blue switch. Smack it to reveal an opening you can traverse through in 3D, then go through the door at the end. Inside, you'll find eight blocks - hit each of them once to cause the mirror in the back to shatter, revealing a path you can go through in 3D that leads to a door. You'll emerge in a mirrored version of Flipside, appropriately called Flopside. The town's structure is nearly identical to Flipside (except reversed), but the shops and townsfolk are all different, so take some time to explore this new land. Take the elevator upstairs and meet with Merlon, err, make that Nolrem at his house. He'll teach you more about the history of this town, and will also inform you the four remaining Heart Pillars can be found only here. Now take the Elevator up to Flopside's third floor to find the next one on the right. Now use the Return Pipe to return to Flipside's Tower, and look for Merlon and Tippi by the entrance to chapter 5. 5-1 Chapter 5 begins with your group encountering this land's ancient tribe, the Cragnons. The elder will ask for your assistance - accept his request. Outside, defeat the two Marbalds, then run past the deserted town to a door at the end (make sure to use the save block past the door too). Continue left, over the mountain. However, take a break in the first valley and flip to 3D to find a chest containing a Moon Cleft card. Now use Peach to leap from the cliff above and float to the other side. You'll soon come across three blocks. Hit them in this order: left, right middle, to cause a pipe to appear. After taking the pipe, watch out for the elephanti-esque Muths. They have 100 hit points and a short temper. While you can easily glide by in 3D, it's worth your while to fight them, as they're worth a cool 1,000 points each. Use Bowser's flame breath to take them down quickly. Once you reach the three blocks at the end, hit them in the order Jasoeroid suggested: 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 Once you've done so, a pipe will rise from the ground that will transport you to the background. Follow it right, then take another pipe to reach the Star Block. 5-2 This level involves finding a series of well hidden items. Item #1 - Water Tablet Get your feet wet at the first waterway by diving beneath the platform and sink to the waterbed. You'll find a treasure chest containing the first of three items: a Water Tablet. Before you leave, flip to 3D to find to hidden chests. Now use the treasure chest as a stepping stone to leap back into the water above. At the surface, head through the door to your right. Through the door, head left to find a floating door, and a group of four seemingly indestructible blocks. A quick flip to 3D reveals the charade: they're actually your run-of-the-mill bricks! Plant a bomb to take them out, then flip back to 2D and activate the exposed switch. Now climb the landform that appears to go through the door. After the video screen, flip to 3D at the first ground pillar to reveal a ton of ? blocks, as well as a path on the left you'll have to venture down. Drop off the ledge and continue to the ground floor. Item #2 - Fire Tablet At the base, you'll find an odd rock thing. Use Bowser's flames breathe to burn it away, revealing a Fire Tablet. Now venture back through the door to the previous section. Look for a door near the right wall (there's also a save block, just past the video screen). Through the door, cross the gap via the floating platform and continue on to meet back up with O'Chunks. Boss: O'Chunks O'Chunks is back, and better than ever, or so he claims. He may be a bit stronger, but he's still no match for your skills. The easiest way to defeat him is to grab and toss him with Thoreau to stun him, then jump on his head. Alternatively, Bowser's flame breath is also highly effective, but you'll still have to contend with O'Chunks attacks. Item 3 - Stone Tablet With O'Chunks defeated, continue on until you come across an impassable wall. Flip to 3D to discover it's actually a dinosaur shaped statue. Run around it a few times (as the video screen hinted at earlier) to make a Stone Tablet appear on the statue's nose. With all three items in tow, run back through the door to the previous section. Once there, head left until you reach the tall mountain -- climb the blocks all the way up. At the top, point the Wii Remote at the screen to find a hidden block that will extend a ladder, when hit. Climb it to the top, then flip to 3D to leap up one more platform, where you'll find three pedestals. Place the three tablets in the pedestals in this order, from left to right: Stone, Water, Fire. Setting the tablets in the proper order will cause a Pixl named Cudge to join your team! Cudge is able to smash things up with his power - test it out on the large yellow block almost directly below you on ground level to reveal a pipe that leads to the final cavern. Before hitting the Star Block, use Peach to float over it to a ledge on the opposite side. Flip to 3D there to find a chest that contains a Stone Buzzy card. 5-3 After meeting with Flint Cragley, Mario will take it upon himself to locate his two missing crewmen. Proceed down the pipe ahead. Drop down the cavern and make note of the locked door you'll be coming back to it later. Make use of the Save Block just after, then continue past the two pipes, deeper into the cavern. After the first group of Buzzy Beetles, take the second green pipe down. Run along until you reach this wooden door. Inside, you'll find a mine cart. These will take you on a carefree ride throughout the caverns. Flip to 3D shortly into the ride to take an alternate route and enter the door at the end. Use Peach to leap over the chasm to the other side (if you fall in accidentally, hit the left block to extend a ladder you can use to climb back up). Drop off the far side to discover the first crewman. Speak with him to direct him back to Cragley, then exit the room the same way you entered, via the block's ladder. Oh, and as for the tunnel below the crewman? Ignore it there's just more brain-controlled Cragon there. Ride the mine cart back to the door leading into the main cave. Either use the spring, or flip to 3D, to pass the brick wall and work your way to a yellow brick at the end of the cavern. Destroy it with Cudge, then head through the revealed door. Hop into the mine cart inside for a long journey to the next door. There is nothing of importance in this room, so don't worry about flipping between two-dimensions. Enter the door at the end. Crewman #2 Up ahead, the path splits in two. Stick to the high road and follow the bricks. Even though it appears it leads you to a dead-end, flip to 3D to discover several destroyable bricks. Use Boomer to clear them out and continue on to find the second crewman in an alcove just beyond. Now skip the tunnel just below, as it contains little of value (unless you like being attacked by rabid Cragons) and head back to the entrance. With the crew rescued, it's time to return to Cragley. To get back to him, ride the mine cart back to the main shaft, take the pipe along the left wall, then climb back up through the caverns. Cragley will reward you with the key to unlock the door you passed earlier. Go unlock it now and ride the mine cart inside. Once in the next section, smash the large block that's blocking the road to reveal a ? block that contains a Mega Star. Grab it and charge through everything. About halfway through, you'll find another large block you can smash through to reveal a door. Go through it to find the Star Block. 5-4 You'll come across a fork in the road early in the level. Take the pipe in the lower route, as the tunnel on the right simply leads to an impassable security room - you'll come back to that later. Make sure to use the Save Block on the left side of the room, then head into the tunnel down below. Flip to 3D at the ledge just before the locked door to find a ladder you can climb down to a hidden room. At the base of the ladder, you'll find a red switch. Use Thoreau to grab one of the nearby Cragon, then with the combined weight, stand on the switch to trigger a pipe to appear. After taking the pipe, you'll be in the first room of a short maze. Now here's the deal: Typically, you would have to navigate to a room that contains a hint to learn what to do next. To get there, take the right route three times (through two doors and a pipe.) Then use Tippi's power to read the text on the wall, which reveals that something is "behind the skull." However, since you just read the tip, there's no need to take that route. Instead, take the left pipe from the first room of the maze to find a wall with a skull scrawled on it. Use Fleep's flipping power to spin the skull around, revealing a Cave Key. Now make your way back to the locked door earlier in the cave, by taking the left pipe back up, then the pipe suspended from the ceiling, and finally, flip to 3D and climb the ladder to find the locked door on the right. After unlocking the door, climb over the brick wall to have a new Pixl, named Dottie, join your team! Dottie can shrink Mario down to Smurf size, which allows you to enter tiny structures, such as the miniature door in this very room. Use it to return back to the hallway you just came from, and then proceed through the door near the Save Block, along the left wall. In the processing center, the left door is locked. Instead, use Dottie to shrink in size and enter the tunnel along the left wall, where you'll find a Card Key. Use it on the kiosk left of the door to unlock it, then head through and go down the left pipe. Use Thudley's ground pound move on the large blue ! switch to open the cages on either side of the room. With the brain-washed Cragleys running about, use the floating blocks to get around. Look for a chest containing a Floro Cragnien card first, then exit via the pipe on the opposite side. Boss: O'Chunks Despite Dimentio taking control of O'Chunk, the battle isn't much more difficult than before. Again, use Thoreau to stun him, then leap atop his head. Just be on the watch out for O'Chunks quick attacks, as they may catch you off-guard. After O'Chunk's defeat, you'll acquire the Floro Sprout from his head. This will enable you to open the secured door near the beginning of the level. To get back there, exit via the right pipe, go through the door, then right through a second door, to the pipe in the upper-right corner, then head for the door to the far right. Once there, make sure to equip the Floro Sprout to get past the scanner, then proceed through the door. There are four paintings along the wall, each depicting a different ruler. Pay close attention to the color of each picture's background, as it's crucial to solving this puzzle. Flip to 3D and plant Boomer along the cracks in front of each of the four pictures to blow open a hole, which leads to a color-changing block. While there may not be any visible cracks below the fourth portrait, the floor there can also be destroyed. Use Thoreau to hit each block until the color displayed matches the background of the painting above. Starting with the first pit, the color order is: Black, White, Blue, Red. Once the proper colors are selected, go through the door that appears, but you may want to save first at the block in the final pit. Boss: King Croacus What is that large plant creature? Why it's Kind Croacus! Like most battles in this game, once you learn the trick, the boss shouldn't pose a problem. Croacu's head is protected by pedals that retract on occasion to reveal his face. This is your opportunity to attack. Stick to either end of the room to avoid his tentacle-vines, then use Thoreau to grab one of them and chuck it at Croacus's head once it's exposed. After enough damage, Croacus will try a different tactic. The King's head will now bounce around the room like a pinball. Use Thoreau again to grab one of the thorns that trail him, then throw it at him once his face is exposed again (alternatively, you can also just leap into his head while holding a thorn). After a few hits, he'll go down for good. ------------------- 3.6 Prologue & Chapter 6 ------------------- Objectives: * Proceed to Flopside Outskirts * Locate Heart Pillar If you meet with Merlon, he'll inform you that the next Heart Pillar resides in Flopside Outskirts. So venture forth to Nolrem's house in Flopside, then go through the nearby gate in 3D. Stay in 3D to continue down the path to Flopside Outskirts where you'll find a large, yellow block. Destroy it with Cudge to reveal a warp pipe. Now in the basement's first floor, flip to 3D at the sign to discover another path. Use Dottie's shrinking power to walk beneath the structure, then use Cudge to hammer away the large yellow block (visible in 3D), to reveal a red switch. Step on it to make the Heart Pillar appear. Now use the return pipe to quickly get back to the door. 6-1 Well, this world is certainly a change of pace. It seems King Sammer, ruler of this land, wants you newcomers to pass through 100 gates, each guarded by a different foe. However, things go awry at gate 21 with Count Bleck's appearance, which will cut your gate-marathon short. Each battle is pretty much identical, with only minor behavioral differences in the enemies. However, some of them can be tricky if you don't have a plan, and that's where we come in… I hope you're ready for the ultimate method of taking on all 20 enemies? Ready? Here we go. Switch to Bowser, then choose Barry as your Pixl of choice. During the countdown of each battle, hold down to open with a flame attack. It'll catch most of your foes off-guard, resulting in an instant win. However, some of the trickier opponents will open with a jump attack - if this is the case, immediately cease your fire attack, and quickly use Barry's shield attack instead. This will stun your foe allowing you to get close enough to launch another fire attack. Also, some enemies who fail to perish in one hit will retreat when they see the flames coming. To deal with them, wait patiently for them to approach, then stun them with Barry, and go in for the kill. On occasion, a Ninja type enemy will enter the battle to assist your opponent. Treat him just like you would your standard adversary and cook him. Once at Gate 21, Count Bleck's unexpected appearance will result in the tournament's cancellation. Now you can just run through the next several gates to find a Star Block at gate 25. 6-2 World 6-2 may be the shortest one yet. Beyond a short boss fight and a few doors to run through, there's nothing else to do. However, the battle is one of the most difficult challenges yet. After speaking with the king, open the chest on the pedestal to meet a most horrible fate…or at least that was the plan. The King, devastated by his devious plan failing will reveal his true self: Mimi. Boss: Mimi Mimi's main attack pattern involves flying about the arena, hurling diamonds. In addition, a shield of diamonds constantly orbits around her. I strongly recommend using Peach to battle Mimi, as her umbrella shield is invaluable in guarding againsther attacks. Press down to use it whenever a diamond is flying toward you. Once herattack relents, use Thoreau to grab a diamond (either from the ground or her shield), then chuck it at Mimi. You'll have to take down a few of her diamonds first to reveal a hole large enough in the shield to throw a diamond through. Mimi also flips between dimensions frequently. Although you may be tempted to switch as well, we strongly suggest staying in 2D and just waiting it out as she's much more difficult to attack in the third dimension. After the battle, run through a few more doors until the Void consumes the entire world. 6-1 You are back in World 6-1. After the Void consumes the world, you'll be spared a grisly fate and end up back in Flipside. Before proceeding, we suggest saving at the Save Block near Merlon's, then dart right back through the Chapter 6 door to re-enter world 6-1…only things are a bit different now. What the? There's nothing here! Well, don't let that put you off head to the right (while riding Carrie for a speed boost) until you meet up with Mr. L after a minute or two. Oh, and don't even bother looking for hidden treasure there's nothing to find. After meeting with Mr. L, he'll unveil his newest invention: Brobot L-Type. Boss: Brobot L-Type Brobot L-Type comes equipped with a variety of new features, including a bonafide set of hands and feet - the latter of which is his weak point. Use Peach, since her umbrella shield is invulnerable to most of his attacks (with the sole exception of his inhale), and plant Boomer by Brobot's feet to deal some pain - remember, you can ignite Boomer early by pressing the "1" button after setting him down, make heavy use of this to time his explosions accordingly. The brunt of Brobot's attacks consist of leaping around - just stay on the move to avoid these, and try to plant Boomer where you anticipate where he'll land. In addition, Boomer will occasionally employ a Kirby-style inhale attack, which will suck up anything nearby. Keep your distance, but if you're feeling particular daring, try to get him to inhale boomer to do massive damage. After smashing Brobot to bits, you'll collect a Pure Heart...or at least, what's left of one. ------------------- 3.7 Prologue & Chapter 7 ------------------- Objectives: * Speak with Merlon * Find Queen Jaydes (obtain key) * Unlock Door on Riverbed * Find Luigi * Backtrack to Princess Luvbi * Locate Heart Pillar Back in Flipside, go show the remnant of the Pure Heart to Merlon. However, your chat will be cut short with Dimentio's appearance. It seems he hasn't taken kindly to your progress, and will use the opportunity to transport the lot of you to the "Underwhere," an afterlife, if you will, for video game character's who's "games are over." After arriving in the Underwhere, a friendly resident will give you the lowdown on what exactly this place is. Afterward, work your right to a door on the far right side, and make sure to save at the block just after. Through the door, flip to 3D to get around the first pipe, then take the right path, over the spikes. After leaping across the chasm, near the 2nd pipe, take the left route to reach another door. When at the river, you can either swim across, or speak with the boat captain to ride across for four coins. It doesn't much matter either way, through swimming is slightly faster, and of course, cheaper. Either way, enter the door at the end. Climb up the stairs to find Queen Jaydes. She'll offer you an opportunity to escape the Underwhere in exchange for finding her daughter, Luvbi. Make sure to accept her request, otherwise you'll face a Game Over screen after four denials. To aid in your quest, the Queen will gift you the Door Key. Now backtrack through the door, back to the river. Dive into the river and sink to the bottom. Flip to 3D at the waterbed to discover a hole in the ground which leads to a locked door. Use the key the Queen gave you to head inside. Swim through this water-filled passage in 2D. Ahead, three bricks block the way since they can't be destroyed while in water, you need to find some other means. When at the pipe, swim up to find a large block; push it into the shaft on the right. Follow it down, and activate the switch on the wall to drain the passage of water. Now jump from the block, to the pipe, to the ledge on the right. Smash the three blocks there, then activate the switch again to refill the room with water. Now swim through the section where the blocks were to continue on. When you reach a dead-end, flip to 3D and continue down the path. Continue swimming across the large room to another passage on the opposite side. Look for another large block ahead. Once there, flip to 3D to get behind it and push it into the shaft. Now drain the water in the room by activating the switch in the bottom right corner. Like before, use the block to reach the pipe, then the passageway above, and head back toward the large room you crossed earlier. Drop to the center of the large room and flip to 3D to find an adjacent path follow it to the door. The ledge to the upper-right is where you want to go next, but you'll have to use the fountains to get there. Cross the three geysers, by leaping from the top of one to the other, to reach the high ledge. You'll find a cowering Luigi there. He'll be so happy to see his bro, he'll join you in your quest! Luigi's gift is that of jumping his high jump will allow you to reach otherwise unreachable places. Before leaving, switch back to Mario and flip to 3D to find a Long-Last Shake behind a boulder. Now make your way back to the door on the left Although it's too high to reach conventionally, Luigi's awesome jumping ability will do the job. Hold down on the control pad to prepare his Super Jump, then release it to leap to the door. Now backtrack to the large room. Once there, use Luigi's super-jump to jump atop the pipe on the left and continue to retrace your steps back to the river. Swim to the surface and exit through the left door. Now make your way back across the room to the two pipes on the opposite side, flipping to 3D when necessary. Once at the two pipes (near the door), use Luigi's Super Jump to reach then, then the ledge above. Now navigate around the pipes (by flipping to 3D) and enter the door at the end. Whoa, it's pipe-city! While you can attempt to leap over each pipe, one by one, spare yourself the effort and breeze by in 3D to find Luvbi at the end. After correctly answering her name (hint: Luvbi), she'll return to the queen. Now head back to the queen to seek your reward (for those who forgot, head out the left door, drop to the section below, enter the right door, then cross the river to meet the queen). Not only will the Queen give you the Revitalized Pure Heart, but she'll also return you to FlipSide. After leaving Merlon's house, look for the next Heart Pillar in Flopside Outskirts. If case you forgot how to get there: Flip to 3D outside Nolrem's house in Flopside, then walk through the gate, down the path to a warp pipe. Take it to the 1st floor of Flopside's Outskirts. Once there, travel past the sign and head down the warp pipe on the opposite side to reach the 1st floor basement. Run to the far left, then use Luigi to leap over the wall to the heart pillar. Now use the Return Pipe to reach the 7th chapter door in a jiffy! 7-1 After accepting the Queen's request, proceed through the door that appears and hit the Star Block to complete this level. 7-2 Head through the door on the right to ender Underwhere Road. Well, it's quite dark in here, but Luvbi will lead the way! Just follow the path all the way up, using the Flip- Panels and Luigi's super jumps when appropriate. However, once you reach the second set of Flip Panels, use Luigi's super jump to reach a high ledge on the right which has a chest containing a Dark Boo card. When you reach the odd door at the top, check it out with Tippi's pointing power to discover its secret: it's actually a Dorguy, who will only let you through if you answer his three questions correctly. The answers he's looking for are "Queen Jaydes," "Dorguy the First," and "6 times." If you mess up, just speak with the door to try again. Make use of the Save Block, then speak with the three guards to the right. Turns out, there's a large monster they've quarantined inside, but it's blocking the route to the Overthere! Accept their request to take the monster head-on, then proceed through the door. Boss: Browser Bowser has three main attacks: Jumping, fire breathing, and running at you with arms a-flailing. Keep your distance to avoid these, then counter with Cudge's hammer at each and every opportunity to defeat him. If you find yourself cornered, flip to 3D to escape. After defeating Bowser, he'll come to his senses and rejoin the group. The guards outside will be so pleased with your work, they'll award you with a Door Key, which unlocks the nearby door. Now that you're at the base of a tall tower, it's time to get climbing. Just leap from one platform to the next, all the way to the top. Once you reach the door at the top, use Tippi's pointing powers once again to reveal a second Dorguy. The answers you're looking for are: "3," "2," "blue," "4," "Triangle." Once clear, head on through. Skip past the locked door and enter the bright pink one. Now here's the deal, there are three elderly women here, each with errand they want you to run. The only one you should concern yourself with his Hagra, the old woman closest to the door, as she'll reward you with a Door Key that opens the locked door you just past. The other two only provide a tip and an irrelevant story. Speak with Hagra, the old woman closest to the door and accept her request to retrieve a book from a D-Man. Unfortunately, he's at the very beginning of the level, but on the flipside, she'll at least warp you to his location. Speak with him to obtain the Diet Book, then run through the level, back up the tower, to the old women to deliver the book. She'll reward you with the Door Key. With the door key in tow, head back outside and unlock the door. Now climb the long staircase to the top (in 3D to avoid the rolling thwomps). About halfway up, the staircase levels off and eventually drops off. Look for a second staircase right above where the first one levels-off at, and use Luigi's super-jump reach it and continue your climb. Switch to Bowser (you'll find out why shortly) and use Tippi's pointing power one last time on the door at the top to reveal the final Dorguy. This time, the Dorguy skips the questions and sets forth an unusual battle with the Underchomp. Boss: Underchomp Well, this is certainly different. This battle occurs in a retro-RPG-esque battle environment. Every attack you make is selected from a list of commands, which the computer then carries out. Hopefully you have the Pixl, Piccolo in your party, as his magical powers are a huge assistance. Select him from the "Pixl" list to play a special tune - one that puts all three of the Underchomp's heads to sleep! Now's your chance to attack. Lay into them with Thudley's attack as Bowser to deal upwards of 20 damage each time (ignore Bowser's "Flame" technique, which is harmless) to deal significant damage. Once they wake up, replay Piccolo's tune to send them right back to lullaby land. If you don't have Piccolo, just attack relentlessly as Bowser with Thudley, using items when necessary to regain HP. Once the Underchomp is taken down, proceed through the door and hit the Star Block. 7-3 Ah, blue skies, the fresh air; this is certainly a nice change from those dark levels before. This level is essentially one long, vertical trek, so let's get climbing. Stair 1 Leap from cloud to cloud, using the occasional platform to ride higher. You'll also have to make use of Luigi's super jump every now and then to leap to an out-of-reach cloud. Eventually, you'll reach two side-by-side clouds, which has a Parabeetle flying vertically between. Although it may look like there's no where to go, use Luigi's super-jump near the gap to leap to an off-screen cloud just above. After landing on that cloud, you'll come across your first "jump-over cloud." These awesome clouds act like trampolines - just hold down the jump button as you land on one to jump incredibly high. Use these to reach the first door. Stair 2 Make use of the Save Block on the right, then continue climbing up. At the third Jump-over cloud (about halfway up), head to far right to find a chest containing the Rawbus card. Stair 3 About halfway up, you'll come across a staircase comprised of three blocks. Walk around them in 3D to find a chest just beyond containing the Ruff Puff card. Eventually, you'll reach a cloud that appears to be a dead-end, but as you should know by now, looks can be deceiving. Flip to 3D to discover a series of ? blocks that spans the gulf. Run across it in 3D to reach the other side. Once there, unleash Luigi's super jump to reach another off screen cloud above, then continue to the door. Stair 4 Climb the clouds directly above where you entered to find a Save Block and a door, which leads to Princess Peach. But alas, it appears she's in a deep slumber, brought on by the effects of the golden fruit she ate. The only way to awaken her is to feed her the Taboo fruit, so leave her for now. On the cloud leading into Peach's room, there's a platform to the left that will carry you higher, but to get to it, wait for the first platform to rise and use it as a stepping stone. Then use the jump-over cloud to reach a very high cloud with a signpost. Now just cross the clouds over to the door. Stair 5 Upon entering, use Luigi's super-jump to leap to the cloud above. Skip past the door, as there's nothing but enemies inside, and hop on the platform to the right. Use Luigi's Super-Jump at the apex of the platform's height to reach another cloud. Flip to 3D at the sign to find a hidden path that leads to another door. Inside, use Thudley to knock down the black fruit. Feel free to eat a couple (they restore 1hp each), but make sure to save one for Peach. With the black fruit in tow, take it back to Peach in Stair 4. Back to Stair 4 Feed Princess Peach the black apple (aka the taboo fruit) to awaken her. Delighted, she'll rejoin your party. It's a good thing too, because without her floating ability, you wouldn't be traversing much further. Outside the room where you found Peach, use the platforms to the left and subsequent jump clouds to reach a door in the upper-right corner, back to Stair 5. Back to Stair 5 Climb your way to the very top of this section to find another door. To get there, use the jump-over cloud on the left to reach a platform with some bricks. Climb to the top of the bricks, then use Peach to float over the gap to the right to find a series of jump-over clouds that'll lift you to the door. Stair 6 Use the platforms on the left to reach a series of arches. Cross them to find a jump-over cloud which will send you to another platform. Ride it up to a series of columns you can leap across, then climb the clouds up to the door. Stair 7 Use the jump-over cloud to the left, to reach a second, which will catapult you to some columns you can climb. Ride the platform across and leap to the temple above. Just after it, you'll run into a talking cloud named Cyrrus. It appears he's feeling inadequate due to his small size, and requests you find him the Red Apple, which will make him grow bigger. If you have one in your inventory, awesome, feed it to him now. But if you don't have a red apple, worry not! Hit the blue switch left of the cloud to create a warp pipe that'll warp you back to Stair 4. Now use the jump-over cloud on the right side (just past the brick walkway) to reach the door leading to the Red Apple room. Use Thudley to knock one down, then head back through the warp pipe. After feeding the apple to the cloud, he'll grow in size significantly (if only all those e-mails we get were as promising!). Leap on top of him to rebound to an ultra-high door. Before heading through the temple's door, flip to 3D to collect a boatload of coins hiding behind the pillars. At the signpost, use Peach to float over the gap to find the star block on the next cloud. 7-4 Overthere Sector 1 Use the hovering cloud to reach the door in the upper-right. Unfortunately, it's been locked. To get around this minor fiasco, drop off the left ledge to land on the platform below, then enter the door on the right. Overthere Sector 2 As soon as you enter, a Nimbis will cry out for help. Defeat the two enemies harassing him to have the Nimbis award you with a Door Key. Now exit back to the previous room, then climb the chests (or use Luigi's super jump) to open the locked door above. Overthere Sector 3 Run past the locked door, save at the block afterward, then use Peach to leap off the far cloud and float over to a frozen Nibis. Use Bowser's flame breath to free him of his icy prison. With the Nimbis freed, he'll now operate the elevator back near the save block. Speak with him to ascend to the clouds above. Once there, free the frozen Nimbises if you wish, and proceed through the door at the end. Overthere Sector 4 Unfreeze Whibbi at the end of the coliseum, who'll task you with finding Rebbi, Blubi, and Yebbi, to obtain an orb from each. He'll provide you with a door key to get started. Now exit through the door you came through. Backtrack to Overthere Sector 2 In sector 3, take the elevator back down to the ground floor. Now here's the deal: The key you have will unlock the door to the left, but it's best to come back to that later, after you find the first orb. So head out the door left of the locked one instead, back to Sector 1. Now that you're in Sector 1, drop off the left ledge and enter the bottom-right door to re-enter Sector 2. Obtain Blue Orb (Sector 2) Use Luigi's super-jump from the rightmost column to climb the blocks and clouds up to a frozen Nimbis in a structure to the upper-left. If you haven't already, unfreeze him with Bowser's fiery exhale. Although he may appear to have amnesia at first, speak with him a second time, as he seemed to have recalled who he is. He'll gift you the Blue Orb. With the Blue Orb pocketed, make haste back to Sector 3 and unlock the door with the key Whibbi provided. In case you've forgotten, you can access Sector 3 by climbing the brick staircase to the upper-right door. Overthere Sector 5 From the door you entered through, leap to the left cloud, then use Luigi's jumping powers to leap to a door above. Yellow Orb (Overthere Sector 6) Flip to 3D near the signpost to discover a series of cloud platforms you can leap across. Hit the chest on the other side and grab the Mega Star. Now tear through everything to the right. At the end, flip to 3D and hop across another cloud trail to a restroom. Speak with Yebbi through the door and tell him you're "a monster" to make him come out. After Luvbi explains your plight, he'll surrender the Yellow Orb. Now backtrack to the previous area, Sector 5. Overthere Sector 5 Back in Sector 5, hop aboard the small coliseum (right of the signpost) and hit the exclamation block to ride it across to a pair of doors. The door you can spot in 2D merely leads to Sector 8, which contains a few coins and a flower. Instead, flip to 3D to indemnify a second door behind the 1st take that instead. Red Orb (Overthere Sector 7) Use Peach to cross the gap after the signpost. Once there, you'll find that Rebbi seems to be in danger. Take down the three enemies causing trouble, then speak with Rebbi to receive the Red Orb. Revisit Whibbi Remember, Whibbi is in Sector 4, which is accessible by taking the elevator in Sector 3 up to the door. Once at Whibbi, place the three orbs on the pedestal behind him to form a rainbow bridge you can cross to a door on the other side. Grambi's Temple Through the door, an epic struggle between good and evil will play out. Dash past it to the staircase. Before climbing it, flip to 3D and look for a chest on the left side which contains a Spiky Skellobit card. Make sure to save at the block in preparation of the boss battle just beyond the door. But first, drop off the right ledge to find a hidden chest containing an Ultra Shroom Shake. Boss: Bonechill Bonechill, an escaped monster from the Underwhere, may look scary, but this battle is anything but fright inducing. There are two suggested plans of attack: The Luigi Offensive, or the Peach defensive. If you're looking for an all out assault, use Luigi. As you may have discovered, Luigi's super-jump can deal massive trauma to an enemy above, and Bonechill is no different. Use this attack on the boss's head whenever he leans forward, which is quite often. In addition, try to land on his head after the rebound to inflict even more damage. It only takes a few hits to put him out of his misery. If you want to play more defensively, use Peach, since her can guard against the boss's ice attacks. However, make to equip Thoreau to grab either the falling icicles or the frozen bullets the boss emits, then chuck them at Bonechill's head. This is far weaker than Luigi's attack, but it's also safer. ------------------- 3.8 Prologue & Chapter 8 ------------------- Objectives: * Proceed to Flopside Outskirts * Locate Heart Pillar Things don't get much easier than this. After speaking with Merlon, head to Flopside and flip to 3D outside Nolrem's house and proceed through the gate, down the path, into Flopside Outskirts. Once there, jump over the pillars to the right (or run around them in 3D) to find the Heart Pillar. It will spawn a door at Flopside's tower go to it for Chapter 8. 8-1 You've finally made it to Count Bleck's castle. Well, the castle ground's at least, let's head inside! Make sure to flip to 3D at the end to find the door. Once inside, watch out for the foes and work your way through the castle's halls. Oh, and ignore the first door up the staircase, it contains nothing but enemies, use the one past it instead. You will soon reach a room with three Mr. Is, and two doors, one of which is locked. Use Luigi's super-jump to reach the unlocked one on a high ledge in the center of the room. Once through the door, use Luigi's super-jump to reach the left ledge first, to find a pair of treasure chests which contains a Stopwatch and a Long-Last Shake. Afterward, leap up to the right ledge, then use Peach to float over the chasm to a warp pipe. Open the chest at the end of the cavern for a Castle Bleck Key, then use it to open the locked door you passed earlier. Run through a few more hallways, but watch out for the Fire Brothers. They can be tricky to pass in 2D, due to their limitless supply of fireballs, so skip past them in 3D instead. However, make of the torches you see, just past the first batch of Fire Bros. You're going to have to duplicate the pattern in which they're lit in a later room. After saving at the block, you'll come across a series of unlit torches. Ignite them with Bowser in the same pattern as the ones in the previous room (the pattern is: unlit, lit lit, unlit, lit) to make a staircase leading up to a door appear. Make sure to flip to 3D to find the door though. Boss: O'Chuncks It seems Bowser has a personal vengeance against O'Chunks, so he's going to battle him one-on-one. But O'Chunks has a trick up his sleeve - he's now Super Sized. Play this one out like before. Use Thoreau to toss O'Chunks, which stuns him, then either leap atop his head, or use Bowser's flame breath. Step aside afterward to avoid his jump attacks, then repeat the process until he's defeated. After the battle, O'Chunks and Bowser will support the failing building, allowing the bros and Peach to escape. Now hit the Save Block to complete the level. 8-2 Work your way through the first hall and enter the door at the end. Merlon waits for you on the other side;but something seems off. Regardless, he requests that you smash the exclamation block, and since there's not much else to do, you might as well give it a whack. It's a trap! After falling into the dungeon, use Boomer to blow open a hole in the cracked wall, then dash through it in 3D. Hmm, things look a bit different from this side. There are two doors, one on each side of the room, plus a pipe in the center. If you take the pipe now, it'll only lead to a room with four more pipes, all of which lead back to here (however, you can find a Thunder Rage behind the right-most one in 3D). As such, head through the door on the left first. Inside, flip to 3D to easily skip past the fire traps, then hit the exclamation block in the back of the room twice to rotate the pipe in the previous room. Go up the pipe to discover three treasure chests, the middle one of which contains a Castle Bleck Key (the other two have a Courage Shell and Life Shroom). Now flip to 3D and drop through the hole to end up back in the room with the Blue Exclamation block. Use the key on the locked door to the right to continue on. Continue up the staircase to the second door, at the top. The door at the back of this room is locked - you can find the key by intentionally falling into the third booby-trap by grabbing the mushroom. Once in the pit, flip to 3D to find a few enemies you can defeat. Once they're defeated, grab the key that appears, then head up the pipe to unlock the door. Make sure to save your game before continuing. You'll be confronted by a Merlee imposter, who'll ask you three questions. Whichever answers you choose dictates what will appear in the subsequent three rooms, so it's best to select the third choice for each question, which is always an item. Once finished, collect your booty from the subsequent three rooms. At the end of your treasure collection, Mimi will once again appear, and this time, she'll challenge Peach to a duel. Boss: Mimi This battle is strictly between Peach and Mimi, so switching characters is not allowed. Mimi attacks very much like before, except she has a new saw blade attack to mix things up. Like before, use Peach's umbrella as a shield during each of Mimi's attacks to avoid damage. Once there's an opening, use Thoreau to grab one of the diamonds, then chuck it at Mimi's head - or even better, simply leap into Mimi's head while holding it; this at least ensures you won't miss. After a couple of hits, Mimi will become stunned - quickly jump on her head to knock off a leg. Once all of her legs are removed, the battle will be over. 8-3 Proceed throw the castle's corridors until the third hallway. Here, you'll discover that the door at the end warps you back to the door you entered from, resulting in an infinite loop. To get around this dilemma, use Luigi's super-jump near the room's entrance to land on a walkway above. Flip to 3D to dash around the force-field emitting creatures, then drop off the platform to the door below. At the end of this hall is a locked door. To get the key, leap to the 5th platform, and flip to 3D at the vertical window that doesn't shimmer like the rest. Inside, run toward the camera (or left, if in 2D) to find a chest containing a Castle Bleck Key. Open the chest on the opposite side of the hall for an Ice Storm, if you wish, then head back through the window to the locked door at the end of the room. At the top of the staircase is a locked door. Since that route is a no-go, flip to 3D at the base of the stairs, then run down the hallway that appears to a door at the end. Crouching Luigi, Hidden Doors Throughout the next three rooms, you'll come across three floating blocks. One of them is always a trigger to make a door appear, but you'll have to use Luigi's super-jump to bash it. While you can use Tippi's pointing power to figure out which one is the switch, we've outlined it below. * 1st Room: Left block * 2nd Room: Middle Block * 3rd Room: Right Block (Note: Although there's already a door in this room, it leads to a dead-end. To escape, run past the Chain-chomps in 3D and hit the blue switch at the end to reveal the door back to whence you came). Hitting the block will push the existing door out of the way, revealing the true way. * 4th Room: This room's a bit different. The three blocks have to be hit in a particular order to hit the door; flipping to 3D reveals a number on each showing the sequence, which is: Middle, Right, Left. Now backtrack to the staircase and unlock the door at the top Like earlier in the castle, the door at the end will warp you back to the door you entered through if you do not take the proper path. Flipping to 3D will reveal an arrow which shows the proper route. Use Luigi's super-jump first thing to climb over the first block, then run below the second, but leap onto it once on the other side. From there, leap and run over the top-right block, and drop off to the right to the door. Window Room p.2 Like with the previous Window Room, look for a non-shimmering window you can leap through in 3D, about halfway through (on the 8th platform). Inside, you'll find hundreds of Dimentio clones roaming about. While they won't harm you directly, they can make it very difficult to navigate to the chest on the far end of the room. To make things easier, flip to 2D, then leap across them to the chest on the right. Use Cudge to clear the ones surrounding the chest out of the way, then open it to find a Castle Bleck key. Now exit the area through the window you entered from, and open the locked door to the right (don't forget to use the Save Block just past the door). Chase Dimentio After meeting with Dimentio, you'll have to chase him down by following him through each of the eight chapters. Inside each level, you'll find a tear in the background -- use Fleep's power on the tear to reveal a switch. Smack it be warped to the next chapter. Get started using the tear in this room to be telaported to chapter 1-1. Chapter 1-1 Run to the end of the level and use Fleep once more on another tear. Chapter 2-3 Use Fleep's flipping power on the tear directly in front of the vault door. To get there, flip to 3D in the top left corner (past the generator room) and run toward the camera. Hit the block and climb the ladder that emerges. Then use Slim to get past the lasers. Chapter 3-2 Swim left, to the beginning of the level to find another tear. Chapter 4-2 Run to the right, flipping to 3D to cross the chasm, and look for the tear at the end of the path. Chapter 5-1 Remember the Tablet located down below that you to burn with Bowser's fiery breath? That's where the tear is. Flip to 3D at the first rock, head down the exposed path, then look for it on the left. Chapter 6-1 Run to the right for about a minute and look for the Tear. Chapter 7-2 The Tear can be found in front of the door at the very top. After finding the final Tear, you'll arrive back in the castle, where Dimentio will give you the chance to join him and take down the count. Deny his request several times to cause Luigi to challenge to a duel. Boss: Dimentio As with most bosses, leaping on Dimentio's head is the key to victory. But make sure to attack from below with Luigi's super-jump, then try to hit him again on your way back down. 8-4 Head through the door at the end of the first hallway. Inside, you'll hit a dead end. Use Tippi's pointing powers to discover a door you can continue through. Cross this room via the moving platforms with carefully timed jumps. However, along the way, you'll come across a wall twice that blocks further progress - flip to 3D here to and leap to the bordering platforms to get around. Also, you'll occasionally have to wait a few moments for a platform to lower enough for Mario to reach it, so be patient. Enter the door on the far side. Jump across the first four sets of platforms and land on the stationary platform. Flip to 3D to find a pipe on the left. After taking the pipe, flip to 3D, then use Dottie to shrink in size and enter a small tunnel (visible through the break in the white lines) along the wall. Flip to 2D to traverse through the tunnel to a chest containing the Castle Bleck Key. Exit back through the pipe and cross the remainder of the room to unlock the door. There are a ton of Mega Muths in this corridor, each with 200hp. While you'll gain a lot of experience points for tackling them, it's advised your flip to 3D to easily get past them all, then enter the door at the end. If you do wish to battle them, we suggest using Cudge continually to prevent the opponent from attacking. Hallway Maze To pass this section, you'll have to frequently flip between both dimensions to locate all of the hidden doorways and entrances. Section 1 Flip to 3D as soon as you enter to and enter the second door on the right that leads into a parallel hall. Continue going right (while in 3D) through three more halls. Once you reach the one with all the Cursya (the second from the last hall), proceed down it in 2D and enter the door at the end. Section 2 Now things really get confusing. Head to the end of the first hall, then flip to 3D and enter the path on the left. Subsequently, walk toward the camera a few feet then continue through another doorway on the left. Like before, walk toward the camera a few more feet to enter another doorway on the left. Finally, flip to 2D and enter the door on the right. Section 3 Flip to 3D and enter the second open doorway on the right (near the back of the room). Now run toward the camera and enter the next doorway on the right. Open the chest to obtain an Ultra Shroom Shake, then run toward the camera and go through the second opening on the right. Run through this short room into the next hall, then look for the door at the far end. Use the Save Block enter the final door to face Count Bleck. Boss: Count Bleck Bleck is currently protected by a force-field, so don't be put-off by your attack's ineffectiveness. Just make sure to evade his by keeping your distance. His most disruptive attack, the purple vortex, will suck you in if nearby. Soon enough, Luigi, Bowser, and the Princess will rejoin your squad, and the Pure Hearts they bring with them will destroy Count Bleck's shield. With him now vulnerable, climb the platforms and leap onto his head. Keep Slim by your side and turn thin to avoid Count Bleck's attacks. Bowser's great for inflicting a lot of damage at once, but his agility (or lack thereof) leaves something to be desired. As such, Peach is generally the safest character to use as you can glide around with her umbrella, making it easier to target the Count's head. After enough attacks, the Count will be defeated. Boss: Mr, L & Dimentio After the Count's defeat, Dimentio will use a brain-washed Luigi to do his evil bidding. Again, the head is the weak point, but climbing up to it can be a challenge. Like before, climb the floating blocks to Mr. L's head, then jump on his noggin however, Mr. L is invincible at first, but the Count will chime in shortly to give you a hand. Peach is the safer bet, thanks to her umbrella, but Bowser's a brute, and can bring victory much faster. Bowser can also unleash his flame attack on Mr. L's face, from a nearby block, which saves you the trouble of jumping. Keep Slip equipped at all times to turn paper-thin, thereby avoiding Mr. L's attacks. When you see the crosshair appear around you, get moving, as a whole bunch of bullet-blocks are on their way. Or even worse, if the crosshair has a large "!" in it, that means Mr. L's about to leap at you, so get out of the way! If you find yourself cornered, flip to 3D to step around Mr. L to the other side. Congrads you just finish Super Paper Mario for the Nintendo Wii. ----------------- 4. Catch Cards ----------------- Catch Cards are wonderful things. There's one for every enemy/charactor in the game. Whenever you pick one up, it increases your strength against that specific opponent. The more cards you collect of a particular enemy, the more damage you'll do. Below, you'll find a list of some of the cards found hidden amongst the chapters, including a brief descrption of where to find it. 001 - Goomba Chapter 1-1 Flip to 3D and look behind the tall, green pipe. 010 - Koopa Troopa Chapter 1-1 Flip to 3D and look in a small crevice along the wall just past the Star Block at the end of the level to find a chest containing this card. 015 - Paratroopa Chapter 1-2 Take the shortcut near the begining of the level and look for a chest just before the door. 017 - Buzzy Beetle Chapter 1-4 Flip to 3D at the third locked door to find a hidden path. 022 - Stone Buzzy Chapter 5-2 Use Peach to float over the Star Block to a ledge on the opposite side. Flip to 3D there to find a chest that contains a Stone Buzzy card. 029 - Dry Bones Underwhere In the room where you found Luigi (and the three fountains), flip to 3D at the base of the entrance to discover an alcove containing a chest with this card. 036 - Magikoopa Chapter 3-1 When in the level section inspired by the original Super Mario Bros, hit down the rightmost pipe in the 'warp zone' section, then flip to 3D to find a chest behind the staircase. 044 - Squiglet Chapter 1-1 Resting on a block above Bestovious' house. 045 - Squig Chapter 1-3 Fip to 3D and look behind a rock about halfway through the first section of the level. 053 - Boomboxer Chapter 1-2 On top of the elder's house in Yold town. 057 - Piranha Plant Chapter 3-1 After the red pipes, flip to 3D and leap on top of the floating purple statue thing, near the end of the level. Now jump across a few blocks to a chest containing this card. 073 - Rawbus Chapter 7-3 In Stair 2, look for a chest about halfway up, right of the third jump-cloud for a chest that contains this card. 076 - Spania Chapter 5-3 In the second crewman's cavern, flip to 3D along the backwall, beneath the brick path, to find a card. 078 - Cursya Chapter 2-2 Look for a chest above on a balconey above the door containing this card. To get there, climb the ladder that emerges from a hidden bloc,k right of the Mansion's door, then float over to the mansion's rooftop with Peach. Once there, flip to 3D and walk toward the camera to land on the balconey. 087 - Swooper Chapter 2-1 Just before the exit, flip to 3D in front of the house in the background and drop through the hole to find two chests, one of which contains this card. 093 - Dark Boo Chapter 7-2 In the first portion of Underwhere road, use Luigi's super jump just before the second set of Flip Panels to reach a ledge containing a chest with this card. 109 - Shlurp Chapter 2-1 Just before the exit, flip to 3D in front of the house in the background and drop through the hole to find two chests, one of which contains this card. 117 - Ruff Puff Chapter 7-3 In Stair 3, walk around the three-block staircase in 3D (about halfway through this section) to find a chest that has this card. 160 - Skellobit Chapter 7-4 In Overthere Sector 5, leap into the gap left of the signpost to discover a warp pipe. After taking it, use Luigi's super-jump to leap up two clouds to discover to chests, the left of which contains this card. 161 - Spiky Skellobit Chapter 7-4 Flip to 3D at the staircase just before Grambi's temple and look for a chest on the left side containing this card. 164 - Skellobomber Chapter 7-4 In Overthere Sector 5, leap into the gap left of the signpost to discover a warp pipe. After taking it, use Luigi's super-jump to leap up two clouds to discover to chests, the right of which contains this card. 180 - Fracktail (Requires Map #10) 1-3 Use Fleep's power just above the "Yold Signpost" statue to reveal this card. 190 - O'Chunks (Requires Map #5) Flopside - 3rd Floor Use Fleep's power at the base of the black tower, just right of the vines. 194 - Brobot L-Type (Requires Map #8) Flipside 1-2 Inside Green's house, use Fleep's power to flip over the picture on the wall to reveal this card. 197 - Merlon Flipside Take the warp pipe in Flipside's outskits, then fall into the first crevice to find two chests -- the left one contains the Merlon card. 199 - Merluvlee Flipside Take the warp pipe in Flipside's outskits, then fall into the first crevice to find two chests -- the right one contains the Merluvlee card. 201 - Bestovius (Requires Map #6) Chapter 1-1 Use Fleep's power to flip over the window on Bestovius's house to reveal this card. 202 - Watchitt Chapter 2-1 After finding Boomer, blow up the cracked wall next to his chest to find a chest. 202 - Merlumina (Requires Map #11) Chapter 1-4 In Merlumina's basement, use Fleep's power on the circular emblem, just above the 4th step going down, to reveal this card. 204 - InterNed FlipSide - 1st Floor Basement In Flipside's 1st floor basement, flip to 3D near the waterway to find a chest in an alcove across the water. 206 - Welderberg (Requires Map #2) Flipside/Flopside - Hall of Mirrors Inside the hall of mirrors, use Fleep's power on the last far left window (on the side that leads to Flopside) to reveal this card. 207 - Red & Green Chapter 1-2 Flip to 3D and look behind Green's headboard. 213 - King Sammer (Requires Map #4) - Flipside Basement 1st Floor - Arcade (Inside Bar) Use Fleep's power over the green circle sign above the entrance leading into the Arcade's game room. 224 - Peach Chapter 3-3 Before reaching the top of the tree's interior, ride the yellow platforms to the right wall to find a warp pipe. Destroy the chain chomps inside to reveal a chest, containing this card. Underwhere After using Luigi to climb the two pipes up to a high ledge, enter the last warp pipe on the right to emerge in the background. Follow the path to reach a cavern containing a single enemy. Destroy him to reveal a chest containing this card. 237 - Barry Flopside Fall into one of the three pits in Flopside's Outskirts 2nd floor basement to find a chest containing this card. ----------------- 5. Pit of 100 Trials ----------------- Both Pits of 100 Trials are among the most grueling challenges this game has to offer, but the rewards are many. Where is the Pit of 100 Trials? There is a Pit of 100 Trials located in both Flipside's and Flopside's basement's 2nd floor, but the access way to the one in Flipside is currently blocked, so you'll have to perform some tricky maneuvers to make it accessible. Take the warp pipe on the basement's first floor (just before the third Heart Pillar) to the 2nd floor basement. Travel to the far wall and leap onto the top block. Now it may appear there's no where to go from here, but looks can be deceiving. Point the Wii Remote at the screen to find a series of hidden blocks - click on each one to make it visible, then use them to cross the gap. When you reach the silhouette of the door, flip to 3D and run down the hallway that appears to find a Blue Switch. Jump on it to open the way to the Pit of 100 Trials. How does it work? As the name suggests, you'll have to work your way through 100 rooms to reach the goal. Each room generally contains a locked door and multiple enemies, one of which contains the key to the door. Note that you do not have to defeat all of the enemies to obtain the key, but good luck guessing which enemy has it. It's strongly advised you stock up on healing items before embarking on this journey, particularly ones that can heal poison attacks as well, because if you get poisoned otherwise, it might mean Game Over. Boss of Flipside's Pit of 100 Trials Wracktail, the successor to Fracktail, waits in room 100 for you. Not much has changed in this incarnation though he is much stronger. In addition, you'll have to use Luigi's super-jump to damage the antenna on his head. Flopside's Pit of 100 Trials (Wracktail) Flopside's version of the Pit of 100 Trials is identical to Flipside's in terms of concept, but slightly different in the execution. For you see, the enemies are all dark-silhouettes, meaning you'll have to guess what type of enemy they are by shape alone. Boss of Flopside's Pit of 100 Trials (Shadoo) In order to battle Flipside's boss, you'll have to battle through all 100 rooms twice! Turns out, the real battle is against your own team, only is dark form! Complete this battle will result in 8 Catch Cards, listed below. Rewards Every tenth rooms serves as a sanctuary of sorts. Not only will there not be any enemies (except for pit 100, which contains the boss), but it also contains a treasure chest that contains a Catch card. The rewards for Flipside's Pit are: Room 10: Tippi Catch Card Room 20: Thoreau Catch Card Room 30: Boomer Catch Card Room 40: Slim Catch Card Room 50: Thudley Catch Card Room 60: Carrie Catch Card Room 70: Fleep Catch Card Room 80: Cudge Catch Card Room 90: Dottie Catch Card The rewards for Flopside's Pit are: Room 10: Dashell Catch Card Room 20: Goombario Catch Card Room 30: Kooper Catch Card Room 40: Bombette Catch Card Room 50: Parakarry Catch Card Room 60: Bow Catch Card Room 70: Watt Catch Card Room 80: Sushie Catch Card Room 90: Lakilester Catch Card Room 100: Dark Bowser, Dark Luigi, Dark Mario, Dark Peach, Bowser (1), Luigi, Mario, Peach (1)