Showing posts with label nintendogirl_21. Show all posts
Showing posts with label nintendogirl_21. Show all posts

Super Paper Mario Walkthrough: Secrets

Saturday, June 21, 2008

By Nintendogirl_21 of It's-a-Mario

Here's some things in the game that you may not have known!


*To unlock the Hammer Whacker game in Flipside's arcade, flip in the Flopside coffee shop (in B1) and open the chest for the Golden Card.

*To gain more experience points, head back to Chapter 5-4. Use Bowser to flame the Sapiens that appear infinitely from the pipe.

*Another experience point trick is to buy lots of Star Medals and hit a speed flower (found in Chapter 1-3 in the third item block), which triples the Star Medals' value. Use them all within the time limit for 30 000 points each.

*Another (very fun) experience point trick is to buy lots of Shock Shells in Flipside and in Chapter 8-4, use a Shock Shell and run alongside it (using Dashell) to knock down all the enemies, gaining about 80 000 points a try. Exit and come back to try it again.

*To gain more coins, head back to Chapter 5-2 with a big stock of Catch Card SPs. Flip in the third room and catch the Amazey Dayzee. Exit and come back, repeating this tactic. Return to Flopside's card shop and sell the cards for lots of coins.

*Another coin trick is to buy Gold Bars for 100 coins each in Flipside and sell them for 125 coins at the shop in Chapter 1-2.

*Another coin trick is to buy Shroom Shakes for 11 coins each in Flipside, visit the bakery and have them made into Fried Shroom Plates, then sell them for 35 coins each in Flipside.

*After finishing the game, take Peach to Flopside and enter the house left of the bakery. Talk to the guy inside to get a new hairdo!

*Mimi twists her head around 360 degrees during the two battles with her, in reference to the movie The Exorcist.


[End of Walkthrough]

Super Paper Mario Walkthrough: Arcade

By Nintendogirl_21 of It's-a-Mario

This is the most fun I had with this game! Located in the first basement level of Flipside. Look for a flashy coffee shop and flip once inside, then take the pipe. Talk to The Interned to exchange coins for game tokens. Here’s a currency list:

1 token = 3 coins
5 tokens = 15 coins
10 tokens = 30 coins
50 tokens = 150 coins

Every 10 000 points nets you a single token returned. And the games are:


Forget Me Not (20 rounds)

Cost: 10 tokens

Basics: Flip panels by pointing the Wiimote and pressing A. Match two panels for a pair. Clear all panels to move up a round. Mess up three times in a single round and it's game over. Random cards hold Mushrooms, which clears one X (mess-up) and Stars, which briefly flips the cards over.

Strategies: Just keep track of each symbol on the card on the first flip-over. Basically, it’s the card game Memory. Sometimes the cards get flipped around, so pay attention. When you get a Star, memorize the cards! I try to memorize 2-3 pairs at once, then hope for a Star!


Mansion Patrol (10 rounds)

Cost: 10 tokens

Basics: Point the Wiimote and fire lasers at the Boos with A. They will gather at increasingly faster paces, so act fast before they move close and “boo” you. You start with three lives. Mess up them all and it's game over.

Strategies: Basically a shooting gallery. Hope your thumb doesn’t get blistered. The white Boos are slower than the Dark Boos, so hit the Dark ones first. If you hit several Boos in a row without missing, you get more points. Also, look for a Boo carrying a Toad and zap that Boo to free him, earning you more points, and either a Mushroom (for an extra life) or a Star (for a temporarily snazzier weapon that zaps ghosts without pressing A). Shoot the Atomic Boo for more points (he's slower, so make sure to zap the Boos around them).


Tilt Island (20 rounds)

Cost: 10 tokens

Basics: Tip the Wiimote to dodge enemies and grab the items as Mario balances himself on a tipsy teeter-totter. Tip Mario too far off the ledge and you lose a life. Get hit three times and it’s game over.

Strategies: Flowers allow you to spin and nab enemies; Stars zap all enemies and give you more points; Mushrooms give you an extra life. Keep collecting dessert items (Peachy Peach, Parfait, Ice Cream) to move up a round.


Hammer Whacker

Cost: 20 tokens, must have Gold Card- to collect the Gold Card, flip in the Flopside coffee shop and open the chest

Basics: Swing the Wiimote downwards when a big shell approaches Mario to boot it back and hit the Koopa. Shells can come up to 5 at once. Hit them with good timing, the closer they are to Mario without getting the hit, the more points you get. Three hits against you and it’s game over. There are 100 rounds total.

Strategies: Keep track of the number of shells coming at you and let them get as close to Mario as possible to earn more points.

Super Paper Mario Walkthrough: Side Quests

By Nintendogirl_21 of It's-a-Mario

Despite not being as plentiful as they were in previous Paper Mario games, you may find these activities fulfilling to your side quest palate.


Tiptron

After finishing Chapter 8, even though Tippi is gone, you can replace her using technology. With a hefty 999 coins in your bank, head to Chapter 3-4 and visit Francis. Talk to him to buy Tiptron. She is a robot butterfly that is basically an exact clone of Tippi.


Pit of 100 Trials

That's right, it's back and revamped. There are two located in this game, one in Flipside, the other in Flopside. Naturally, the first one is easier than the second. You don’t need anything specific to start, but it’s best to be at least at level 14 in HP & attack power, and have a lot of healing items on hand.

Flipside

Where: In the basement level at right, use Luigi to super jump and reach a switch. If you flip here, you’ll find that pipe-making guy. Pay 100 coins to build a pipe from the second floor (appears at left in the main district of Flipside).
Basics: The goal is to defeat random enemies in 5 minutes to uncover a key and use it to continue to the next floor. You may get lucky and find the key on the first enemy you beat...or you may die of frustration finding it in the hands of the very last enemy in the room. Every tenth level holds a chest with a rare card and the option to exit back to Flipside. The final reward is Dashell, a new Pixl. Here’s a rewards chart:

10th Floor- Card # 288- Tippi
20th Floor- Card # 299- Thoreau
30th Floor- Card # 230- Boomer
40th Floor- Card # 231- Slim
50th Floor- Card # 232- Thudley
60th Floor- Card # 233- Carrie
70th Floor- Card # 234- Fleep
80th Floor- Card # 235- Cudge
90th Floor- Card # 236- Dottie
100th Floor- Dashell- fight Wracktail using Luigi, hop on the back and super jump on the antenna

Flopside

Where: Automatically opens when Flipside is finished.

Basics: You need to have finished Flipside’s Pit first. Should be at least at level 35 in HP & attack power. Very, very tough pit. The goals are the same as before and you’ll get a rare card on every tenth floor as usual. To add insult to injury, you get NOTHING for beating the pit the first time around. You must go through it a second time (grrr) to win a stash of rare cards, including the Mario card, which gives you the ability to turn 3D with no time limit. Here’s a rewards chart:

10th Floor- Card # 238- Dashell
20th Floor- Card # 241- Goombario
30th Floor- Card # 242- Kooper
40th Floor- Card # 234- Bombette
50th Floor- Card # 244- Parakarry
60th Floor- Card # 245- Bow
70th Floor- Card # 246- Watt
80th Floor- Card # 247- Sushie
90th Floor- Card # 248- Lakilester
100th Floor- must do over first time; second time, defeat Dark Luigi (use Bowser and Barry), Dark Peach (same), Dark Bowser (same), and Dark Mario (same)


Sammer Guy Tournament, Duel of 100

I guess the Sammers were able to survive and rebuild. After finishing Chapter 8, you can compete in a tournament that is basically an extension of the fights you completed in Chapter 6. It’s best for you to be at least level 25 of HP & attack power. To start, enter chapter 6 through the doors atop Flipside Tower to begin. Use Bowser and Barry often and obviously don’t jump on their heads if spiked. Some Sammer Guys can also flip between 2D and 3D, so blast them with fire when they appear. You win 7 rare Catch Cards.

Super Paper Mario Walkthrough: Chapter 8- Castle Bleck

By Nintendogirl_21 of It's-a-Mario

Chapter 8-1: The Impending Darkness

Head right, flip, then take the door. Go right and take the next door, then flip to take two sets of stairs up. Take the door at the top of the second set and go right, using Luigi to super jump to the upper left ledge. Take the door, then use Luigi again to super jump right, then use Peach to float across the gap and take the pipe. Go right and open the chest for a key, then head back out the pipe. If you go left all the way, super jump up over the wall to collect a Stop Watch and Long-Last Shake, then head back out the door. Drop off right and head through the locked door. Go right all the way to a door, flipping to avoid the enemies, then take the door. Go upstairs and get the Ultra Shroom at the top. This is a recurring puzzle from PM and TTYD where you'll need to watch the order of the candles. Go through the door and save, then use Bowser to light the candles so they appear in the order: unlit, lit, lit, unlit, lit. Head up the stairs, flip, then go through the door to fight O'Chunks (again). You must fight as Bowser, so use Barry again to beat him. Unfortunately, Bowser is now incapacitated. Permanently? I doubt it. Hit the star block at the end.

Chapter 8-2: The Crash

Head right and through the door. As suspicious as this looks, hit the ! switch to drop into a jail cell. Suckers! Go right and bomb the cracked wall with Boomer. Flip and go through the hole, then flip back, and take the left door. Flip again to pass the fiery things, then hit the red ! switch 2x. Head back out the door and take the pipe. Open the chests for a Courage Shell, key, and Life Shroom. Head right and flip, then drop down the hole, and through the locked door. Head upstairs, entering the first door and flipping behind the wall to get an Ultra Shroom Shake. Head back through the door and, atop the second set of stairs, take that door. Head right and grab the third mushroom hanging there. Flip and defeat the Chomeba enemy to get a key. Exit back through the pipe, head right and save, then go through the locked door. In a recurring inside joke from PM, answer the questions (liar, liar) as Ultra Shroom, Thunder Rage, Cooking Mistake. Head through the doors 3x in a row, collecting the items (check out all those Cooking Mistakes!) to fight Mimi. You must fight as Peach, so just fight her as usual, using Thoreau to reverse her rubee attack on her head. Jump on the green part when she transforms into a spider and dodge the spiky ball when it tumbles around (you can't attack it). Now Peach is gone...so sad. Hit the star block to continue onwards.

Chapter 8-3: Countdown to Destruction

Head right and take the door, then head right again and through another door. Ignore Dimentio as it's just a freaky mirror illusion, but dodge his crystal attacks. Jump to the fifth platform, then flip and head through the mirror. Go down to find the key, then head back through the mirror and jump right to the locked door. Grab the Mushroom, then head right and flip. Go through the door under/through the stairs. Use Luigi to super jump and hit the block on the far right, then take the door. Hit the middle block, then take the next door. Hit the block on the far right, then take the newly revealed door. Flip here to see the blocks in numbered order. Hit them in order 1, 2, 3 (middle, right, left), then collect the key. Go back left all the way to the stairs you passed by earlier (flip to see them), then climb up them and through the locked door. Then, head through the room, beating all enemies and enter the far right door. Flip to find arrows pointing you in various directions. Use Luigi to super jump, following them around and enter the rightmost door. In another mirror puzzle, jump across 6x, flip, and take the mirror. Ignore or use Cudge or Dashell to clobber the Dimentio holograms (or just jump through them) and get the Super Shroom and Thunder Rage at far left, and the key and a second Super Shroom at far right. Head back through the mirror and go right. Save, then take the door to fight Dimentio. In the first phase, follow them through various rooms, find the lightning rod and use Fleep to flip it, then hit the blue block that appears. First, flip the bolt in front of you and hit the block. In Lineland, head through the area to the door at the end. At Merlee's Mansion, head upstairs, flip and take the ladder up, then use Slim to pass the electric barriers. The bolt is on the vault. Underwater, head left past the whirlpool and two item blocks to find the bolt above a piece of pink pixilated seaweed. In Outer Space, head right, flip at the green door to pass through the wall, find the bolt in a crevice by the Sproing-Oing. In Cragnon Land, head right, flip, take the hidden path, then go left to find it. In Sammer's Kingdom, use Carrie and head right until you see it on the white wall. In the Underwhere, head up through the area to the very top (use discretion with the darkness) to find the bolt on the door. Back at Bleck's Castle, answer no to Dimentio, then you'll fight him for real as Luigi...and no Pixls. Darn. Dodge his crystal attack and obviously don't stand in the squares he draws on the field. Jump on top of the squares to avoid them and jump on Dimentio when he gets close enough. If he clones himself, just jump on any of them to guess the real one. And then there was one...Once finished, hit the star block.

Chapter 8-4: Tippi and Count Bleck

Now Luigi is gone, and Mario is all alone. There's nobody here beside me. My friends, they all have gone...Well, you know the rest of the song. Head right and through the door. Use Tippi to reveal a hidden door, then take it to move across platforms, Jumpman-style. If you hit a wall, just flip to navigate around it. Take the door at the end, then jump across more platforms. On the middle stationary platform, flip and take the pipe. Use Dottie to shrink and flip under the wall to get a key. Head back out through the pipe and jump across more platforms and through the locked door. Head right, flip to avoid the enemies, then take the door. Flip again and take the hidden doorway at right. Head through two more doorwayss just like before (flip to see them), then go right in 2D and take the door at the end. Head right all the way, then flip and go through three more hidden doorways at left (enough already!). Enter the door at the far right in 2D. Flip and head through the second hidden doorway at right, then through one more door and open the chest for an Ultra Shroom Shake. Head down, then through two hidden doors at right. Flip again, go right, and through the door at the end. Head upstairs, nab an Ultra Shroom, have Slim as your Pixl, then save, and head through the door for the major boss fight with Count Bleck. It's actually not too hard. But maybe I'm a master player :o) At first, you can't attack, but try anyway and you'll be reunited with your pals and the Pure Hearts will trounce Bleck's invisibility. As Mario, use Slim to avoid his attacks, which vary between shooting black holes, divebombing, using magic that slows you down, and teleporting. Also, avoid the big black hole that will suck you in, dealing damage. Try to jump on him whenever you get close, though he moves around A LOT. Your best strategy is to stay above ground, watch his movements, and jump like a madman! When you win, the true evil one, Dimentio, appears with the mysterious Mr. L to fight you. Now it's payback time! Use Bowser and Slim to attack. Again, you're not strong enough. The Pure Hearts will appear again and refill your HP, draining Mr. L's power. Just jump to the blocks and use the fiery breath attack on the head. Avoid the projectiles with Slim. Congrats, you've beaten the game. Doesn't it seem awfully fast? Oh well... Watch the credits to save your game and replay it to complete any side quests or other things. Just check out my other pages for info. Well done, Gamer!


Super Paper Mario Walkthrough: Chapter 7- The Underwhere

By Nintendogirl_21 of It's-a-Mario

Chapter 7-1: Subterranean Vacation

Use Luigi to navigate this area (again?!?) using Super Jumps and flip as Mario occasionally to reach Queen Jaydes at the end of the level. Talk to her and say yes, then take the door and hit the star block to continue.

Chapter 7-2: The Sealed Doors Three

Head right and through the door to a darkened room. It's very hard to navigate around in here, so just follow Luvbi. If you open the chest at right (drop off at the end of the second transporter), you'll get a Dark Boo card. Head up and use Tippi to on the door to reveal Dorguy the First. Answer his trivia questions (ignoring the head-scratching "facts") as Queen Jaydes, Dorguy the First, 6 times. Enter the door, save, then use Mario with Barry for a while. Talk to the three guys at the door and say yes. Enter it, then head right to meet up with Bowser. Some scary monster...right. Fight him again (this bozo never learns), using Barry or Boomer to fight him. Obviously, don't jump on his spiky head and avoid his fiery breath attack. After the fight, save and go through the locked door to another dark room. Use Bowser throughout to light the candles using his fiery breath. Follow Luvbi, avoiding or defeating the Dry Bones and Dark Boo enemies, and find a pipe on the right. If you want coins, take it. Head to the top of the dark room and use Tippi again on the door to meet Dorguy the Second. Answer his questions as 3, 2, blue, 4, triangles. Enter the door and head left through the pink door. Save here, then talk to the rightmost witch in pink that wants a book returned. Say yes to help her, then talk to the guard (D-man) and take the door. Head up to the witch to return her book, get a key, and head back, then though the locked door. I assume you don't want to bother with the other small quests the other witches have for you, but if you want to waste some time, go ahead and try them. Use Luigi to jump the gap, then go right and super jump to the stairs up high, and flip as Mario to pass the Spiny Tromps. Use Tippi to reveal Dorguy the Third and engage battle with three Chain Chomps, collectively called the Underchomp. Check out the awesome retro text-RPG format! Use Bowser and/or Boomer to destroy them, then take the door, and hit the star block.

Chapter 7-3: The Forbidden Apple

This place is pretty cloudy. You'll be using Luigi to make big jumps here called Super Jumps. Jump straight up to the blocks. Jump up to the top, then super jump 2x and go left to a gap. Super jump it, then use the cloud with a face on it at right as a spring to jump high. Head right over the gap and use another spring cloud, then take the door to Stair 2. Go right to a cloud overhead, then super jump 2x and save. Head left to another spring cloud and use it, plus the next one, then stop. Head right, super jump, and defeat two dragon enemies, then open the chest for a Rawbus card. Head back and use the next spring cloud, then go right, defeating the Ruff Puffs and take the next spring cloud. Head left, using the moving platform, and through the door, then head right and use another spring cloud. Head left under the block stairs to collect a Ruff Puff card. Head near the blocks and super jump 4x up. Flip here and use the blocks to cross a gap, then carefully jump down to a spring cloud and use it. Enter the door at left and go right close to the end, then super jump onto a spring cloud to use it. Head through the door at left and jump across the clouds. Use Cudge to shake the tree and collect a Red Apple. Head back out the door and super jump left and down at the edge of the cloud. Try to land at the door with the save block. Save there, then take the door and head left to meet Peach. Don't use your apple (you will need it later). Head back through the door and go left onto the second yellow platform. Ride it up, then go left to get a Shroom Shake. Super jump over the gap and use the spring cloud at the end. Go right and through the door, then super jump up and right. Use the yellow platform on the right and jump up to a sign. Flip there and use the new path right, then take the door. Use Cudge on the tree to collect a Black Apple, then head back to Peach (she's in Stair 4 if you get lost). Give Peach the black apple to revive her and she'll rejoin you. Retain the red apple for later. Go back through the door and use the moving platform to get up and go right. Take the door at right to Stair 5, then jump up and use the spring cloud. Climb the blocks and use Peach to float across the gap at right. Ignore the coins and use the spring cloud, moving slightly right onto another spring cloud. Now push it a little left onto another spring cloud and go through the door at left to Stair 6. Head left all the way to 2 item blocks and hit the left one for a Super Shroom, then use the yellow platform at right, then another, jumping to the stone structure. Jump onto the fourth arch and use Luigi's super jump to reach a spring cloud. Use the yellow platform left of the coin block onto a pillar. Super jump from there to the cloud above, open the chest at right for a Thunder Rage, then take the door above and left to Stair 7. Head left and use the spring cloud, veering right landing on another spring cloud. Use it to land on a cloud, then jump to the third pillar at left. Super jump on it to reach a cloud above, then use the platform at right. Super jump off and continue super jumping right. Open the chest at right for a Life Shroom, then go past the building. Hit the ! switch at the end of the cloud, but ignore the pipe for now. Talk to the little cloud person and give him the Red Apple you've been saving. Jump on the cloud (it's out of this world...he he he), then super jump to the roof for a Gold Bar. Jump off and take the door. Use Peach to float across the gap at right and super jump to the roof. Head right and open the chest for a Zombie Shroom card, then jump back over the building and hit the star block.

Chapter 7-4: A Bone-Chilling Tale

Head right and ride the cloud up. Jump to the next cloud, then to another moving one, jumping down to the item blocks. Enter the door at right and defeat two Skellobits. Talk to the nearby Nimbi, then head back through the door and jump to the pillar at right. Super jump from there and head through the locked door. Head right to save and use Peach to float from cloud to cloud. Use Bowser to melt the icy Nimbi, then follow them back to the save block. Talk to the one inside the building to go up. Head right and unfreeze two more Nimbis as you move along and head through the door at the end. Unfreeze more as you navigate this area and get a key from Whibbi, the last Nimbi here. Head back left and out the door, then go down using the "Overvator" and through the locked door at left. Head left and drop down through the gap, then take the pipe. Use Luigi's super jump 2x to find two chests with Skellobit and Skellobomber cards. Head back through the pipe, then super jump on the left 3x and take the door. Flip here and take the new path, then hit the block for a Mega Star. Sweet! Trash the level until you reach a dead end. Flip here and take the new path, then knock on the door. Answer "monster" to meet Yelbi and collect the Yellow Orb. Go back down the two previous paths and back through the door. Jump down right and hit the red ! switch inside the building to ride off right. Flip here and go around behind the next building and through the door. Use Peach to float across the gap. Drop down to get an Ultra Shroom in a chest, then defeat the enemies and talk to Rebbi for the Red Orb. Exit back through the door, then take the elevator back left, and head through the door. Head left and through the door, then left again and drop off the cloud. Take the door at right, then walk far right, flipping atop the last pillar. Take the pipe, then defeat the Gigabit enemy to collect a Cooking Disk PU for the Flipside chef. Exit back through the pipe and super jump as Luigi to the left cloud. Jump up again twice, then cross the gap at left. Jump up 2x, unfreeze the Nimbi as Bowser, then talk to the guy 2x. Blubi will give you the Blue Orb. Now use Peach to float off left to the door, then take it, and jump to the third pillar from right. Super jump up from there. Take the door at right, then save and ride the up elevator. Enter the door at right and go past the building to a pedestal. Place all three orbs you've collected in any order to make a very pixilated bridge (was there any doubt?) and take it over and through the door. Head right and watch the battle...thou art toast! Defeat the ground enemies and, as Mario, flip at the stairs to collect a Spiky Skellobit card at left. Head up the stairs, collect a Super Shroom, then drop off right to get an Ultra Shroom from the chest. Super jump back up and save. As Peach with Thoreau at hand, take the door to engage in battle with Bonechill. Use Peach's umbrella to block all three attack types (freezing air, projectiles, and ice droppings from above). Use Thoreau to grab and throw the ice at him. That's it! It turns out Luvbi was the Pure Heart all along. *Awwww, sniff*. And, if you haven't yet figured it out, Bleck is really Blumiere and Tippi is really Timpani from those flashback conversations you've witnessed after each chapter completion. After your win, you return to Flipside again. Rest at the inn if needed, save, then head to Flopside and through the path by flipping. Head right to the Heart Pillar to place the last Pure Heart before fighting Bleck. Congrats for making it this far. If you'd like, you can attempt the Pit of 100 Trials before heading to Chapter 8. See my Side Quests page for info. Also, if you want to fulfill all Maps, Catch Cards, and Recipes, see those sections for details. It's generally suggested you be at level 15 before trying Chapter 8. When you're ready, head through the central tower elevator on Flopside's second floor, then head left to meet Merlon and Nolrem. After that conversation, take the door to move on to Castle Bleck.


Super Paper Mario Walkthrough: Chapter 6- Sammer's Kingdom

By Nintendogirl_21 of It's-a-Mario

Chapter 6-1: Sammer Guy Showdown

This entire chapter is devoted to fighting a series of Sammer Guys, much like Glitzville in TTYD. Use Bowser and Barry to fight throughout. Head right and through the door, then fight the guys in the next 20 rooms. There's not much to it...just use Barry's forcefield, dodge their moves, and use Bowser's fiery breath attack as well. Obviously, don't jump on any spikey-headed guys. #18 is somewhat tough (reminds me of Jinx in SMRPG). # 19 makes a very funny refernce to SMB! After # 20, the Void becomes too much and Count Bleck makes an experience (don't you love it when he refers to himself in the third person?). Head right through five more gates without having to fight and hit the star block at the end. As for the other 72 Sammer Guys, come back here after finishing Chapter 8 and see my Side Quests page to participate in the Sammer Guy Tournament/Duel of 100.

Chapter 6-2: The End of a World

As Peach with Thoreau at hand, open the chest to fight Mimi. Use Peach's umbrella (press C-pad down) to shield yourself from her rubee attacks. Use Thoreau to grab and throw rupees at Mimi to beat her. Head through the next few gates without fighting to # 30 and you'll return to Flipside. Unfortunately, the Sammer's place will be obliterated. Ouch. That's harsh. Rest in the inn and stock up on items if needed, then head back through the sixth door atop the tower.

Chapter 6-3: ???

This is not really Chapter 6-3, but oh well, that's the best I can do to not make myself dizzy trying to explain it. Use Carrie for the looooooong ride across the white plains of Sammer Kingdom until Tippi stops you. It's Mr. L, that greasy, greasy man. Time to fight Brobot L-Type, a reconditioned Brobot model. Use Peach in this battle as her umbrella shields you from his projectile attacks and stay away from the mouth that will try to suck you in. Use Boomer to bomb the bot (he he he...so many b's). You got a Pure Heart (sort of) and Mr. L is demolished but good. Sayonara! After the battle, you're back in Flipside. Rest and save, then visit Merlon. Unfortunately, your pals and Pixls are gone, so Mario's riding solo for a while in the Underwhere (he he he...I made you say underwear). So this is the place Mario goes at Game Over. Now you know. Head right, use the fountain to refill your HP (another Zelda reference to healing fountains) and save again, then take the door. A heart-shaped thing insults Mario's handsomeness. How rude! Go right, flip, then right again and over the spikes. Jump another gap, then go left, over those spikes, and over another gap to the end. Use the dimensional block (hit it in 3D, then flip to 2D) to reach a Super Shroom Shake, then take the door. Head right over the river (swim or use Carrie to cross, no sense paying the guy with the boat). Take the next door and head right to talk to the witch lady, Queen Jaydes. Agree to find this Luvbi person to receive a key. A man in green, eh? Who could that be? *wink wink*. Go back left and sink in the river, avoiding the hands. Flip to find a hole and drop through, then head through the locked door. Swim right past the pipe and push the block over the edge. Swim down and pull the lever to drain the water, then jump up right. Hit the sand blocks, then go back and pull the lever again. Swim right to a dead end, then flip and head down the new path. Swim across to another block and flip to get behind it. Push it off the edge, then swim down and pull that lever (deja vu). Jump back left and down the pit, then flip and take a new passage. Go down the pipe to collect coins, then exit back, and take the door. Drop off the ledge and flip, then head down to find a Dry Bones card in a chest. Jump carefully to the waterfalls, then to a ledge to meet up with Luigi (another cute "hi" from Mario). As Luigi, you can hold C-pad down, then release to perform a Super Jump. He can jump extra high, so use him to reach the door at far left and take it back. Flip as Mario to head back through the wall opening, then use the lever to swim left, flip again, then continue left out the door. Swim up out of the river and left out the door. Flip as Mario and head left all the way back. If you want, go back through the left door to heal and save, then jump to the very tall pipe at left, then jump from there to the right ledge (they should call him Air Luigi!). Jump to the fourth pipe and take it down into the background. Head left and through the next pipe further into the background, then right and through that pipe. Defeat the Gigabite enemy to get a Peach (3) card, then return back through the pipes. Enter the door at right, flip, and go ahead to find that heart-shaped Nimbi. Say "Luvbi" to get her to return home. Drop down and head right over the river, then all the way right back to the witch lady for a happy reunion where you'll get the Pure Heart all fixed, and return to Flipside. Your Pixls are back, yay! Take the pipe to Flopside and go right, taking the far right pipe that you opened up earlier. Go left and use Luigi to jump the wall (FYI, that's the Flopside Pit of 100 Trials pipe inside the structure, it can't be opened up until you finish the Flipside one). Flip as Mario atop the structure and take the new path. Drop off at right, then drop down the first gap, and walk down to collect the Barry card. Spring back out and flip, then head behind the pipe and hit the ! switch to blast out a wall. Go through it and get the Power Plus from the big chest. Use it now to increase your attack power by 1 (like leveling up, only instantly). Flip and take the pipe you passed to reach Outskirts B1. Head left and use Luigi to Super Jump over the wall. Place the Pure Heart in the Heart Pillar to reveal the seventh door atop the tower. Before taking the door, you can complete the rest of the secrets of Flipside & Flopside (except the Pit of 100 Trials). Flip and take the path through the window, then up to the chest for the Piccolo card. Head back out the path and right, then use Cudge to hammer the yellow block. Take the pipe at right, then head left and take the pipe back to the second floor. Flip and use the hidden path to the other side of the gates of Flopside. Head right in 2D to find a pipe overhead. Use Tippi to reveal a ledge under it, then jump up and use the pipe. Jump to the ledge at right and use Tippi to reaveal individual blocks going up and left all the way around and right to a chest with Cooking Disk W. Drop off at left and use Piccolo at the brown block in front of an elevator button and collect the Nolrem card. That's it for Flopside (minus the Pit of 100 Trials). Use the Return Pipe to reach the tower. Now for the rest of Flipside's secrets. Take the down elevator three times to reach B1. If you want, enter the arcade and show your Golden Card to the robot TV thing to unlock the Hammer Whacker game. Outside the shop, flip and collect The Interned card from the chest. Drop into the waterhole and swim right to find another Itty Bits shop. Take the down elevator to B2 and flip, then take the new path to find Welderberg. Pay him 100 coins to build the last pipe unit. Head right and use Luigi to jump atop the block structure. Hit the ! switch to open the entrance to Flipside's Pit of 100 Trials. I recommend not attempting that until after finishing Chapter 8. Hang tight, I'll remind you. Atop the structure, flip as Mario and take the new bath to Outskirts B2. Flip and drop off right, then hit another ! switch behind the pipe to blow yet another wall. Follow the path right to the HP Plus in the big chest. Use it now to level up automatically (HP increases by 5). Use the pipe you passed earlier, then head left and flip to take a hidden path between the windows. Collect The Interchet's card, then head back out and through the left pipe. Go right and drop through the second gap. Collect two cards from the chests, Merlon and Merluvlee. Spring back up and take the pipe at right. Head left and flip to pass back into Flipside's hidden area (other side of the gates). Head left and use Boomer to bomb the blocks in front of the pipe, then take it. Jump to the ledge at left and use Tippi to reveal a series of individual blocks (not as complicated as before) leading to Cooking Disk R. Jump off right and use Piccolo at the block with his likeness on it. Collect the Merlee card and you're done! Rest, stock up on items, save, then take the seventh door atop the tower to the Underwhere. He he he...you said it again!


Super Paper Mario Walkthrough: Chapter 5- Cragnon Land

Wednesday, June 18, 2008

By Nintendogirl_21 of It's-a-Mario

Chapter 5-1: Downtown of Crag

Okay, what cruel jokester put the door in mid-air?!? After a short cinema, head outside and defeat the Floro Sapien enemies. Chase them over the bridge and save, then head through the door. Go right and through the second pipe. Defeat the enemies here and open the chest for a Bowser (2) card. Exit back through the pipe, then go left over the mountain. Jump down on the other side and flip to collect a Moon Cleft card from the chest. Head back up the mountain and, as Peach, float across the gap, then jump down to a series of blocks. Hit them in order left, right, middle, then take the pipe. Chase the enemies to the right and defeat the Muth enemies in the way. Now for a more complicated block puzzle. Hit the blocks in order: middle, right, Left 2x, right, middle, right, left, right 2x, middle, right 2x, left, middle 2x, left 3x, right, left 3x, and finally middle 2x. Whew. If you happen to mess up, just start the pattern over again from the beginning to automatically reset the blocks. Take the pipe, then head right behind the wall and through another pipe, then hit the star block.

Chapter 5-2: Pixls, Tablets, and Crag

Head right and flip behind the second pipe for Primordial Fruit. Swim to the bottom of the watery area and open the chest for a Water Tablet. Flip for coins, then jump out to dry land. Head through the door at right and go left to stand under a door. Bomb the blocks, then hit the ! switch, and take the door. Go right and at the lightning bolt, use Fleep to flip it, then hit that switch. Flip and head forward to the item blocks, then take the left hidden path down. Go right and use Bowser to breath fire on the stone to make a Fire Tablet. Head back through the hidden path, then through the door on the left. Head all the way right to save, then go back to the blocks before the door. Hop on them, then jump to the hidden blocks for Mushrooms, and take the door. Head right and over the gap for a rematch with O’Chunks. Hey, where you been, my man? The best strategy is to use Bowser and Barry’s forcefield attack when O’Chunks tries to hit you with blocks or spins at you. Avoid his jump and grab/throw attacks. After the fight, you can flip and use a Catch Card SP on the rare Amazy Dayzee. Head right and flip, then walk around the Yoshi statue in a circle once to reveal the Stone Tablet. Jump on the statue’s tail, then its head, and take the tablet. Head through the left door, save, then go left to a yellow block. Climb the mountain at left, then jump up to reveal a block with a ladder. Climb it to the top, then get off, flip, and jump above. Place the tablets you’ve collected in the order Stone, Water, Fire. Enter whatever response you want to earn a new Pixl, Cudge. He’s basically a pixilated hammer. Cool! Use him on the yellow block, then take the pipe. Use Peach to float over the gap to a ledge, then flip to collect a Stone Buzzy card. Jump down and hit the star block to finish.

Chapter 5-3: A Crag in the Dark

Head right and on the blocks to get the Super Shroom. Head right to meet Flint Cragley, a TV director. You need to find two members of his TV crew to continue. Take the pipe at right, jump down, and head right to save. Jump down and bomb the cracks in the floor. Take the new pipe and get some coins, then exit back and head right into the rightmost pipe. Head right again and take the first door. Jump into the mine cart to begin a fun ride. Unfortunately, this isn’t the traditional mine cart mini-game, so sit back and relax. For best view, flip to 3D when riding left to right and stay in 2D for the ride going right to left. Yes, you’ll return to it later. While riding, press and hold C-pad left to change tracks. At the end, take the door and cross the gap with Peach. Head right and down to find the microphone boom operator. Talk to him, then follow him left, upstairs, then hit the block for a ladder. Take the door back, then ride the cart again, and head out the door. Go right and, if you want, take the pipe right of the door and use Cudge to smash the yellow block and get a Shroom Shake (just flip and open the chest through the hole). Outside, use Cudge on the yellow block, then take the door, and ride that funky cart again. Take the door at the end, then head right and down, then flip to find a Spania card. Head up left to the door, then go right and onto the blocks. Bomb the wall on the first ledge, then head right and up to find the cameraman. Talk to him, then head back out the door and use the mine cart. Head left, flip past the wall, then take the last pipe at far left. Jump up and right to save. Head left and up the platforms, then take the pipe. Flint is reunited with his crew…and finds the key in his own pocket. What a crag! Go back down the pipe and down through the locked door. Ride the cart (is it ad nauseum yet?) and take the door at the end. Flip and use Cudge to hammer the block in the way, then hit the block for a Mega Star. Demonstrate its awesomeness, then head back a bit and flip to see a yellow block that only Cudge can destroy. Do that, then take the door, and hit the star block.

Chapter 5-4: The Menace of King Croacus

Head right, down the pit, left, then take the pipe, and save at left. Go right and down, then flip and down the hole. Use Thoreau to grab a Cragnon, then jump on the red button. Throw him, then take the pipe. Head left and through that pipe, then go right to a skull drawn on the wall. Use Fleep to flip it and collect a Cave Key. Go back through the last two pipes, flip and climb a ladder, then go right and through the locked door. Jump over the blocks to meet your newest Pixl, Dottie, who can shrink you, allowing you to access small doors and gaps. Cool. Use Dottie to shrink and take the mini-door behind you. Return to normal and head left to save, then take the white door. Shrink again and go left under the wall to get a Key Card. Use it on the pink slot to open the door. Get the Super Shroom, then go left, and through the pipe. Go down and use Thudley to pound the switch. Jump on the block quickly to avoid the Cragnons, then left for a Floro Cragnien card. Jump right all the way to the pipe and through for a re-rematch with O’Chunks. Not again…Use the same strategy as before with Bowser and Barry. Not very different from before. Use the plant as a party hat (you shrub, you) and take the pipe at right. Go back through the door, then through the door at right. Save, then jump up the blocks, and through that pipe. Shrink with Dottie and take the small pipe at right. Collect stuff, then exit back and go upstairs, then right and through the door. With the plant on your head, stand in the X-ray machine to pass, then head through the door. Flip and use Boomer to bomb the crack floor under the first picture to open a new tunnel. Through it, get the Ultra Shroom, then climb the ladder to the block at left and use Thoreau to activate the ! switch. Keep hitting it until it’s black, then climb up. Repeat this strategy for the next pictures, which should be black, grey, blue (no need to change that switch) and red. Under the last picture, look for a crack on the carpet, then save and take the door that appeared for a boss fight with King Croacus. Is it just me, or does the King look girlie? In the first phase, dodge the leaves and use Thoreau to throw them at the rose (especially when it’s open, revealing the King’s face). In the second phase, it sheds its leaves and floats around. Dodge the petals and throw them at him using Thoreau to win. After a teary, environmentalist interlude, you’ll return to Flipside with the Pure Heart. Take the down elevator and talk with Merlon, then head right all the way to the pipe to Flopside. Take it, flip, then head down the secret gate at left and down the path. Head left and use Cudge to hammer the big block. Take the new pipe, go right and flip at the sign between two pillars. Take another hidden path, and go left. Use Dottie to shrink and pass under the wall, then hammer the yellow block with Cudge. Step on the red switch to uncover the Heart Pillar, and place the Pure Heart. Before moving on, you can collect an optional Pixl, which will also help uncover a bunch of other things. This is the traditional trading side quest of Mario and Zelda games past. To collect the Pixl, find Merlee on the second floor of Flopside (look for the shop with a crystal ball sign) and talk to her by standing beside her (not across). Take the pipe to Flipside, and talk to Merluvlee in the same type shop, then head through the first door atop the tower and find Bestovius in Chapter 1-1. Talk to him, then use the Return Pipe and re-enter the door to Chapter 1-2. Find Watchitt’s house and talk to him to get Paper. Take the Return pipe and re-enter the same door AGAIN to Chapter 1-4. Navigate the level all the way to the end with the star block and talk to Merlumina (more like sleep during her blabbering) to receive the Autograph, then hit the star block to return to Flipside. Head back to Chapter 1-2 and give the Autograph to Watchitt for the You-Know-What (looks like a disc). Take that to Bestovius in Chapter 1-1 to get the Training Machine (looks like a Game Boy Advance—Bestovius must have the “advanced” Nintendo DS, LOL!). Take it to Merluvlee in Flipside to get the Crystal Ball and (FINALLY!) take that to Merlee back in Flopside to get a key. Go to Flopside and take the down elevator to the first floor. Flip and take the secret path left, then drop through the hole by the card shop and into the hidden area of Flopside (the other side of the gates). Head through the locked door and open the chest for the new Pixl, Piccolo. He’s a musical Pixl that will provide personal entertainment (he also unlocks things and changes sound effects). To start this little side venture for hidden goodies, use the Return Pipe to start at Flipside Tower. Take the down elevator to the second floor and use the pipe at right to get to Flopside. Take the down elevator to the first floor and enter the house left of this elevator. Flip in here to get the Cooking Disk Y from the table, then exit. Take the down elevator to B1 and head inside the coffee shop. Flip in here and head to the back hidden area to collect the Golden Card and Cooking Disk B. Now you can unlock a new arcade game in Flipside. Head back outside and flip to find a waterhole. Drop in, flip back to 2D and swim left and up into a new area. Here, you can buy Maps to find hidden treasures (see my Maps page for details) and an Itty Bits shop (see Shops page). Take the waterhole back and use the down elevator to reach B2. Flip and head down into a hidden area. Talk to Welderberg and pay another 100 coins for a shortcut pipe to Flopside (it’s next to the item shop). Use it now to become familiar with it, then use the Return Pipe to reach the tower. Head through the sixth door to enter Sammer’s Kingdom.


Super Paper Mario Walkthrough: Chapter 4- Outer Space through the Whoa Zone

By Nintendogirl_21 of It's-a-Mario

Chapter 4-1: Into Outer Space

This chapter is a downright dirty marketing ploy for the upcoming Super Mario Galaxy for Wii, I just know it. Well, it wouldn’t be the first time a game promotes other products. Use Barry as your Pixl and float down right. Look for the “SOS” symbols and, at a sparkly spot, use Tippi to unveil a ship. Now you’ll use Squirps, a tiny squid creature, to defeat upcoming enemies. Press and hold A for energy ball attacks, or press 2 for a barrage attack. Press A now as prompted to use a block hole, then head right to save, then head back to a rock. Flip there and get a Foton card behind it. Save again, then take the black hole. Head right and enter another hole (any one), then head right again and through the rightmost hole. Head right and flip to nab a Catch Card SP, then head back left, and through the leftmost hole. Head right to a hole with a pipe in the background (it’s titled leftways on a distant rock). Flip here and take the hole behind the rock, then through the pipe. Flip to grab extra coins, then head back through the hole and go all the way right to the star block.

Chapter 4-2: A Paper Emergency

Head right and knock on the bathroom door. Ah, that kind of emergency, eh? Head right and over the gap, then on the overhead blocks for a Mushroom. Head right, go up a platform and flip to head through a passage of coins. Flip and head up the stairs to find a rock with a lightning bolt. Head right some more and down the hole. Flip to find an Ultra Shroom Shake. Great find! Head back up and right to a stack of blocks. Bomb them, then take the door. Save, then jump right, flip, and use Slim to pass the crack. Jump up left and hit the ! switch, then jump right onto a new platform and head through the green door further right. Use Tippi to reveal an item block, then hit it for a Mushroom and head back out the door. Outside, flip and take the new path. Jump up by the door and left to a pipe above. Inside flip for more coins, then exit back and right past the door. Fall down the hole and flip, then jump through the block structure, through the door at the end. Hit the upper block for a Super Shroom and a Mega Star in another block to smash the level. Enter the door at the end, and jump on top of the pipe. Take the green door and talk to the guy inside. Say no until he offers you the Ancient Clue for 10 coins. Head back all the way back left to the bathroom stall, saving along the way. Give the guy in the stall the Ancient Clue (in a blatant reference to Majora’s Mask…P-p-paper, please!) to earn a new Pixl named Fleep. Another Pixl named for his ability….who knew? Head right to that rock with the lightning bolt and use Fleep to flip the bolt for a key. Head left and down through the locked door. Try multiple jumps on the Fuzzies to possibly get a Life Shroom or random item. Hit the star block to finish.

Chapter 4-3: The Gates of Space

He he he…Squirps farted! Destroy the blocks for a Shooting Star and get a Super Shroom from the item block. Head right to the red X and use Fleep to flip it. Squeeze Squirps in the hole and take the door that appears. Head right and use Fleep to flip another red X. Twist Squirps in a hole, leaving another empty. Now he’s hungry. Read the sign for a clue. Go right, save, then take the hole. Go down left and through the blue hole. Collect the coins, then go back through the hole and up to the far right corner. Behind the enemies and block formations is a blue hole in an “L” shaped block formation. Take it, then go right and into the shop. With the 100 coins you should have on you, buy the Golden Choco-Bar. Head back out and through the blue hole, then head back left. Find Squirps and give him the chocolate bar (lucky squid). Take the door and hit the star block at right to finish up.

Chapter 4-4: The Mysterious Mr. L

Welcome to the Whoa Zone, a contortionist’s dream come true. Head right, save, then take the door. Head right, get the Happy Flower and Mushroom from the item blocks, then jump to the right platform. Flip, then enter the door high up. Go left and float as Peach across the gap and take the door. Use Barry to deflect the enemy’s projectile attack, then take the key. Head back through the door and cross the gap, flip, then take the door ahead. Go down and take the next door. Head right, flip, and take the stairs up. Head left and through the locked door to…walk on the ceiling. Now you’ll defy gravity by walking on walls and ceilings better than Fred Astaire. For fun, jump and check out how you move. Head right and through the next door. Head up and use Peach to float across two gaps and through the next door you land by. Head downstairs right and flip, then drop through the gap behind the stairs. Hit a new block (I’ll call it an arrow block) to flip onto the ceiling, then head right, and through the door. Head right and use Peach to cross another gap, then flip as Mario and enter the door. Head right, open the chest for a key, then head back through the door (remember to flip to see the door). Head left over the gap and back through another door. At left, hit the arrow block while upside-down, then flip and jump back up the stairs and through the door on the left. Head down and through the first door you see. Head down and through the next door. Good, my dizziness is fading…Flip and enter the pipe. Crap, back again. Grab the coins, then exit back through the pipe. Head right and through the locked door. Hit the arrow block, get over the wall, then hit another block to flip back. Use Tippi to reveal a door, then enter it. Head right and hit a new block that will really flip your wig, then go up and hit yet another block. Skip the door and hit the block again, then head down and through the door below. Head down and through another door, then head right for some Mushrooms, then take the door. Head left, open the chest for a key, then go back right and through the door. Go back left, through the door again, then up and through the door. Head down, hit another switcheroo block, then hit it again. Go up and hit the next block, then take the door. Use another block, save, then head through the locked door for the next boss fight. Let’s call this battle Luigi’s Revenge. Notice the backwards L on his cap. Use Barry to attack when he tries to jump on you and jump on him when he tries to recover HP. Not too shabby…now the Luigi Fan Club reunites with Brobot. You know, ‘cause Luigi always says “bro”? Forget it…Enjoy the awesome new kind of “Space Race”. Dodge its laser and missile attacks and move back when its mouth tries to suck you in. Use Squirps continually to deal damage and collect candy bars (in space, no less!) for varied effects: blue (invincible), yellow (speed), red (more power), green (missile attack), purple (doubles power). I predict increased fandom of NASA from this fight alone. After that’s that, take the door with Squirps to receive a new Pure Heart from the mommy statue. Back in Flipside, Tippi will unfortunately collapse and is now resting at Merlon’s. Save, and now for a new area. You thought Flipside was cool? Watch this. With 300 coins saved (go back through levels for more if needed), take the down elevator and go right to a wall crack. Bomb it, then flip to enter a new area. Go left and use Fleep on the window between two buildings. Hit a block, then flip and take the bridge through the door to the Mirror Hall. Hit each of the 8 blocks once, then flip and take the door. Flip once again and take the next bridge into Flopside. Go left and flip. Take the hole, then go right and take the up elevator. Go left and talk to Nolrem, the backwards equivalent of Merlon. Save at left, then flip and head forward to the guy in the very back named Welderberg. Pay him 300 coins to create a pipe that allows you to access Flopside from Flipside. Cool. You may find him around again from time to time to make more pipes available. Go right and use the up elevator, then head right and place the heart in the Heart Pillar. Rest, stock up if needed, then save and go up to the Tower where you’ll reunite with Tippi. Head through the fifth door to Cragnon Land. Please remember not to hurt the innocent Cragnons, or you lose points.


Super Paper Mario Walkthrough: Chapter 3- Bitlands through Fort Francis

By Nintendogirl_21 of It's-a-Mario

Chapter 3-1: When Geeks Attack

He he he…obviously a title meant for you and me, fellow gamer. Whoa, this place sure is pixilly. Poor Tippi gets Pixl-napped by Francis, the ultimate geek. Notice the reference to TTYD (Grodus). Head up and shake the bush for three hints from a Pixl who will join you later, then head past the sand blocks over the gap. Climb the mountain, then over the next gap and flip around the pipe. Hit the dimensional block, then save. To continue, jump over the gaps up to a blue pillar. Flip to find what looks like a Lego man modeled after a stick figure. Jump to its right leg, then to the head. Flip back to 2D and jump right and up to a chest. Open it for a Piranha Plant card, then fall down and head through the pipe into the pixilated background. Head left and through the first pipe. Defeat the Blomeba enemy and open the chest for a Thunder Rage item. Take the pipe that appears, then head left to get an Ice Storm. Head back right and through the far right pipe. Head back left, save, then jump on the dimensional block to reach another pipe. Hit the sand block for a ladder to appear, then climb it and head through the door. Head left and use the moving platform to cross the gap. Bomb the Piranha Plant enemy, then use Peach to float to the left pipe and head down it. Head right to find a Catch Card SP, which you should hang onto for now. Head back and through the pipe, then right. Hit the item block for a Mega Star and smash the level away. I’ll wait….*elevator music*…done? Head through the door and watch the Koopa transform using a Mega Star of his own. Cool! You can trying using the Catch Card SP on him to maybe land its data card, then head left and nab another Mega Star and run a rampage right to a ! switch. Hit it to create a platform to a door, then read the sign (better yet, read it backwards). Head left and through the door. Head left all the way and through that door you originally came through. Drop down and save, then drop through the gap between the red pipes. Enjoy a bit of nostalgia in a mock-up of World 1-2 from SMB. Head right through the level and take the last pipe (like in SMB, you can walk along the ceiling and take one of three “warp” pipes at the end to skip ahead a bit in the next area). Save here, then head right to a castle and watch the cinema. Jump up the castle and over to the next castle, then in-between the Bullet Bills shooting out. Bomb the B. Bill Blaster, then bomb the red X on the wall of the third castle to start a boss fight with….Bowser?!?! And we thought he was doing so well in good guy rehab…Dodge his fiery breath and jump attacks. You can’t jump on him due to his spikey head, so use Boomer to time a bomb attack on him well when he lands during a jump. Now Bowser will join your party. What a dumb-dumb he is sometimes (okay, all the time). But he’s darn strong. Head right and hit the star block to finish up.

Chapter 3-2: Bloops Ahoy

Use Bowser throughout to (oddly enough) use his fire attack underwater. Swim right until you approach a whirlpool, then have Mario flip to take a path around it through the block structure. Head right to a pipe barricaded by blocks. Flip at that spot, save, then take the pipe. In this area, use Bowser to blast the tentacles and avoid the whirlpools. At the second tentacle, swim to a spot to jump out of the water, flip, and open the chest for a Gold Bar. Take the pipe, then head right and through the underwater door. Use Bowser to fire blast all the enemies, then open the chest for a new pixl, Thudley, who can pound down stakes and things. Cool. Swim left to the post beside the door and use Thudley to pound it and head through the door. Head left and back through the pipe. Swim left and enter the pipe above. Flip and save here, then head left to six stakes. Pound them with Thudley so that they appear in the pattern up, down, down, up, down up. Enter the new door and swim right to meet a mini-boss, Blooper. A recurring mini-boss from PM and TTYD, this requires the dynamic of treading water. Dodge the tentacle attacks and use Thudley to pound on the red tentacle when it appears. As Bowser, you can flame torch the other tentacles that spring up to drop them faster (but it doesn’t cause any damage). Continue this until he’s defeated, then head right, take the pipe, then hit the star block.

Chapter 3-3: Up, Up, and a Tree

This level requires a lot of patience. I’ll try to explain it as best as possible using colour coded directions, so bear with me. Head right to the big tree (a Zelda reference if I ever saw one). Take the green middle platform, then jump right to a brown one. Take the moving platform, then left to a green one and up two brown ones in the middle. Head left to a green one, then the same middle one. Head right, then left to brown platforms. Flip and hit the two dimensional blocks at left. Use Peach to float to the blocks at right. Take the next two green platforms above, then float to the left green one. Hop to the middle green platform, then right to a brown one. Use Thudley to pound the stake, then take the moving platform. Jump off to the green one at left, then left to a brown one. Flip here and take the sand block bridge across a gap to a brown platform, then jump to the middle green one, then the left one above. Hop left to a brown one, then to the middle green one. Use Peach to float to a pipe. Enter it if you want coins and, as usual, flip for more. Hop to the green platform above, then left to another green platform, and further left to a brown one, then to the center one with a door. Use Bowser’s fiery breath to restore the door (that’s a spicy meatball). Through the door, jump right to the moving platform, then off to the left. Take the pipe, save, then hit the ! switch. Take the pipe back and go up the pink platforms. Hit another ! switch, then take the blue stairs and jump to the moving platform. Jump to the next one and ride it right to a stake. Pound it with Thudley, then climb the ladder down and hit the ! switch. Climb back up and ride the moving platform to another platform, then left to a pink platform. Jump to another moving platform, then onto a brown one. Flip and take the pipe. Use Slim to pass the spikes by standing still as they come up, moving when they’re down. Hit another ! switch, then exit back through the pipe. Jump to a blue platform, then to a brown one. Use Boomer to bomb the switch, then place him beside the switch and hop on the platforms before he activates them. Jump to the blue platform, then onto the next two moving ones. Jump to the right pipe and take it, then defeat two Chomp enemies using Bowser to reveal a chest with a Peach (2) card. Exit back and jump onto a moving platform, then jump off left, and take the pipe. Jump to a moving platform and use Slim to bypass the spikes again. Jump down and use Boomer to activate the switch. Jump out before he explodes, then exit back through the pipe. Use Peach to float across the gap, then onto a pink platform. Flip here and jump to the platforms above. Flip back and hit the ! switch to make a door appear. Use Thudley to collect a Super Shroom, then drop down to the first pipe of the area and take it. Save and take the door to initiate a boss fight with Dimentio. Basically, just dodge his throwing attack, stay out of the squares he draws on the field, and when he clones himself, try jumping on any one to guess the real one. To attack him, jump on him when he gets close. Once he’s gone, take a path upwards to a big platform, then jump on the red wind when it appears to ride it to a pipe. Take it, flip for coins, then hit the star block.

Chapter 3-4: The Battle of Fort Francis

Head right and flip, then enter the pipe. Use Thoreau to throw the block at the ! switch, then take the key and open the front door. Save, flip, and take the pipe behind the following door. Hit a dimensional block, then flip and hop on it over the spikes. Use Thudley to pound the ! switch, then choose any options to the questions. Carrie, a new Pixl, joins you. Use her to pass over the spikes and head back through the up pipe (only seen in 3D). Save and take the right door. Head right to the next door, talk to the robots for fun nerdy details, and peek into the keyholes to see Tippi and Francis. Head right again, flip, take the stairs, and enter the door at the top. Head left and use Thudley to pound the floor in front of the first door you see dangling on the wall, then enter it. Use Carrie to pass the spikes, then enter that door. Talk to the feline robot and answer true 3x, then 2323. Enter the door to Francis’ lair. Read the diary entry and shopping list for funny PM, TTYD, and even SMB3 references. Tanooki rules! Also, check out the cute posters of the Boos and Petuni from TTYD. Get the Super Shroom, then jump on the cat robot to reach a platform and open the chest for a key. Exit back through two doors and across the spikes. Pound with Thudley under another hanging door at left and enter it. Flip and hop to the block near the door, then flip again and use Peach to float across to the another block. Flip again as Mario and climb the stairs, heading through the door. Use Thoreau to grab a cat robot, then toss it at the ! switch. Cross the bridge and enter the door. Answer more questions from the cat as true 3x, then 2828. Through the door, take the key and mushroom. Check out his collections and dolls (can you spot: Yoshis, Punios, Fire Flower, Pennington, Vivian, Yoshi eggs, and Bubulbs from TTYD?) Also check out the Peach and Bow & Bootler posters. Neat-o. Head all the way back to the first save block. Save, then take the right door. Head right and use Peach to unlock the door using the two keys you collected. Answer all questions as true, then take the door as Peach to meet Francis. In a very cute Dating Game send-off with format references to Final Fantasy, answer Francis’ questions by any way you like. There’s a lot of them…After a computer malfunction, you’ll fight him. Cool music, probably one of the best arrangements in the game. Avoid his camera flash that can stun you and his tongue attack. When he summons cat bombs (me-ow), try to avoid or destroy them and bop Francis with a jump whenever you can. You can fight as Bowser and use the powerful fire attack if you want. After the battle, you free Tippi and earn your third Pure Heart. Enjoy the Pixl dance and you’ll return to Flipside.

Epilogue

Now to get a hidden Pixl. Head back through the third door to Chapter 3-1 and find the Pixl hiding behind the bush you talked to earlier. Barry will join you. He is arguably the most useful Pixl as he creates an attack force-field around you in battle. Use the Return Pipe under Important Items on the pause menu to return to Flipside. Take the down elevator, save, then flip and head through the not-so-secret gate right and down the path. Go left and use Thudley to pound the stakes so they appear as down, up, down, up, down. To raise a pounded stake up, just pound it. Place the Pure Heart in the Heart Pillar, then backtrack to the tower and enter the fourth door. Unfortunately, you arrive in outer space (!) and can’t breathe, so you’ll come back to Flipside. Alrighty then…Head into Merlon’s house and talk to him, then head right and take the up elevator. Talk to a kid with a fishbowl at left, then take the elevator back down. Head left and use the down elevator there, then go right and take another down elevator. By the waterhole, release the fish. BTW, the arcade is to your left (flip while inside and take the pipe) if you want to play. Now, I hope you have 100 coins, otherwise you’ll have to do some adventuring in past chapters to rack up enough. Head back up to Flipside’s main district and up to the tower. Using the fishbowl as a space helmet (ingenious!), head through the fourth door to Outer Space.



Super Paper Mario Walkthrough: Chapter 2- Gloam Valley through Merlee's Mansion

By Nintendogirl_21 of It's-a-Mario

Chapter 2-1: Bogging to Merlee’s


Use Peach for the time being and I’ll let you know when to switch to Mario. Head right and float over the water. Jump to the second brick block and float across more water. As Mario, flip and hit the block with two arrows (called a dimensional block) to make blocks appear in 2D as well as 3D. Jump to the green platform, then jump across more to a pipe and take it down. Defeat all the enemies to reveal a chest with a key. Exit, drop down and take the locked door. Head right past the first door to a pipe. Don’t take it, but jump on it, then float as Peach to the blocks at right. Use the transporter, then float to a pipe at far left. Take it into the background (again) and cross the gaps to a ! switch. Hit it, then come back into the foreground, and head through the new door. Use the block’s Mega Star to (all right!) smash things all the way to the next door, save, and head through it. Jump to the first two blocks, flip, and hit the dimensional block, then jump to the green platform from it. Follow it right and jump off the end. Head right and through the pipe. Use Tippi to reveal an ! switch, but not permanently, so memorize its spot and hit it. Enter the new pipe. Defeat the Growmeba (if it clones, use Thoreau to grab a clone and throw it at the real one). Open the chest to earn a new pixl, Boomer. Answer his questions with any option, then jump over the chest and use Boomer to bomb the wall crack. Flip and head through it, then open the chest for a Watchitt card. Head back through the pipes to the outside and right onto the blocks. Use Boomer to bomb the sand blocks, then jump towards the door but not through it. Jump across more and enter the last door in the row. Head left and flip for more sand blocks. Bomb them, then drop through the hole. Hit the switch, drop through the next hole, then head through the door. Jump down two doors and enter, then bomb more blocks, drop through another hole, and go through the door. Jump to the far left gold door and head through. Head right, flip, and drop through the hole. Grab the Swooper and Shlurp cards from the chests, then jump out and hit the star block to finish.

Chapter 2-2: Tricks, Treats, Traps

Flip immediately if you want coins behind the bush, then head all the way right to a block. Jump above it to reveal a ladder and climb up to the blocks. Use Peach to float to the roof of the building and open the chest for a Stop Watch. Flip as Mario and walk off the building to a ledge and open the chest for a Cursya card. Jump off and head through the building. Flip and jump over the Gnip enemies, then flip at the top of the stairs and head through the door behind the curtain (don’t pay any attention to the man behind it, however). Save, talk to the maid if you want, then head right and up the stairs through the last door. Head right all the way and hit the switch. Just as the spikes crush you, flip and dodge them, jumping on top. They retract and carry you up. Head left and use a platform to jump up to another. Bomb the sand blocks with Boomer, then flip, bomb again, and then flip again. Jump to the platform and open the chest for a key. Drop down to the floor below, then exit and save. Flip and unlock the door. Watch a funny little cinema as the Gnip breaks free and tries to eat the maid (or is she?). Head through the door, then hit the star block to finish off the level.

Chapter 2-3: Breaking the Bank

Head right, then hit the item block to break a precious vase (doofuses!). Use the block to jump to the right platform. As Peach, float to the left platform, then flip as Mario and walk through the wall (no kidding). Open the chest to earn a new pixl, Slim, who lets you turn papery. The fun never ends with Mario. Head back through the wall and, as Peach, float across. Flip as Mario and use Boomer to bomb the sand blocks. Open the chest for a Boo card. Head through the opening back and jump to the platforms. Walk left all the way and flip through the wall. Hit the sand block and climb the ladder that appears. Use Slim to pass the electric barriers by standing still as they pass by your ultra-thin body. At the door, use a keypad and (okay, cheater) enter the numerical code 41262816. Open the vault and (major pay day!) collect a million rubees (another Zelda reference perhaps to their currency, rupees?). Head all the way back down to where you broke the vase, then right and through the door. Save, then talk to the girl. Say you’ll pay off the damages. Yikes, she exploded! Jump over the desk, flip and use Slim to go through the bars. Hit the star block to finish.

Chapter 2-4: The Basement of Face-Off

Flip and head behind the stairs for a mushroom, then head right, save, and enter the far right door. This is a maze involving choosing the right doors. Head through the top right door twice in a row, ignore the laser-shooting eyeball (you can’t beat it), then head left and flip, using the dimensional blocks to reach the platform. Say no to all questions, no matter how ridiculous, then enter the door behind Mimi (jump off the green part of the spider to pass her). Walk right and use Slim to slide through the floor crack. Take the door, then head right, flip, use the item blocks, then jump off them to the door and through. Use the blocks to reach the right door and head through. Flip and hit the dimensional blocks to reach the upper left door and head through. Use Tippi to reveal stairs, then enter the door. Take a Super Shroom, then save. Head through the women’s bathroom and open the doors to find Merlee on the can. Must’ve been a bad visit for a fly to be attracted. Ask any questions in the cheesy game show format, then choose the Merlee with the fly buzzing around her, then you’ll fight Mimi. Her attacks are fairly easy, just dodge her rupee attacks. As Peach, press D-down to shield yourself from the raining rupees. Use Thoreau to grab a rubee and toss it at her, then jump on her constantly. Rinse and rubee (I mean repeat) as she moves faster to disable her six spider legs. Now for a side quest with Luigi. Head left through the door, then keep going left through every first door you come to finish. Guess it’s the end of the road for Luigi. Another mysterious conversation ensues, naming the couple as Blumiere and Timpani. Hmmm…

Epilogue

Back at Flipside, take the down elevator and save. Flip and head through the gate from earlier and down the hidden path at right. Follow it, then go right and down the pipe. Head lef until you find a pipe blocked by…blocks. Bomb them (with Boomer, of course), then take it down. Head right to a wall, then flip and use Slim to head through the wall (skinny). Place the Pure Heart in the pillar you find. Rest at the inn if needed, save, then head up to the Tower and through the third door to the Bitlands.


Super Paper Mario Walkthrough: Chapter 1- Lineland through Yold

Tuesday, June 17, 2008

By Nintendogirl_21 of It's-a-Mario

Prologue

Watch the backstory of the game before creating a game file, then enjoy the pretty unconventional opening cinema (no mail from Peach? What’s with that?) where you’ll learn that a new dominant force is hell-bent on world destruction. Was there any doubt? Accept Merlon’s quest to begin and earn your first Pure Heart. Well, that’s the easiest one you’ll earn. You will now play as Mario with a new sidekick, a Pixl butterfly named Tippi. She is so similar to Legend of Zelda’s fairies, it’s scary. You begin in the small town of Flipside which acts as the hub for all other worlds you will explore. And you get a Return Pipe to use within areas to return to Flipside whenever you want. Follow Tippi left and take the elevator. Go left again and save at the save block, then follow her right to another elevator to take. Go left to what is known as a Heart Pillar. Press up on the C-pad to place the Heart there. The elevator to your first chapter is revealed. Take the down elevator, save again, then take the fancy elevator up to the top floor of Flipside Tower and enter the first door to officially begin Chapter 1 in Lineland. BTW, I find it hilarious to imitate O’Chunks’ Scottish accent :o)

Chapter 1-1: The Adventure Unfolds

This may be familiar to Paper Mario gamers (Pleasant Path in PM and Petal Meadows in TTYD). Go right and stomp some enemies, and grab a mushroom from the item block. Scale the wall using the block as a stepping stone, then jump the gap and take the pipe. Nab a Shroom Shake, then exit back through the other pipe. Go right some more, up the stairs, and save here. Anybody home? Enter the abode and point your remote at the screen to use Tippi’s handy finding feature. When you see a door, press 2 to reveal it in regular mode. Take it inside to meet Bestovius. Answer no until he caves in and teaches you the 3D ability for free (penny-pincher). This is an awesome effect, privy only to Mario. So, whenever I say flip, that’s what I mean. In the house, flip to find a Shroom Shake and Shell Shock, then exit back outside. Save, then flip by the house for more items, then head down the stairs, flip for coins, then flip at the wall to get by it. Flip back, enter the door, and head right to a pipe. Flip and find the Goomba card behind it. After the pipes, get the mushroom, then jump the brick blocks to make the gap. Head right to big gap, then flip and pass it over. Jump the next gap and then take the door. Head right to a spring, take it, then flip to pass the wall, and hit all the Squiglets for super points. Head right through the door at the end and flip to avoid the Piranha Plant enemies in the pipes. Use the item block for an awesome Mega Star, run through the next of the level, then hit the star box at the end to finish.

Chapter 1-2: Afoot in the Foothills

Head right and up the mountain. Stand in the thin red square to be transported across. Flip and hit the blue ! switch. Climb the next mountain and ride the square transport track again. Head through the door and go upstairs over the gap. Flip and use the item blocks as steps to the top. Flip at the gap and jump across the brick blocks right to a second set. Follow them, then flip to avoid the Spinies rolling down the hill. Head through the door, then right and down the pipe into the background, a recurring activity from PM and TTYD. Head left and into the house. Flip and talk to the guy, then flip into back to 2D to “save” him. Answer “red”, then exit back and take the pipe, then go across the bridge. Save and enter a small town. Flip at the brick formation and enter the pipe. Inside, flip for more coins, then exit back. Jump to the roof at left, then jump along right to get a Boomboxer card. Take the door right of the pipe, then flip and enter that pipe. Flip to avoid the Thwomp enemies and take the door. Point the Wiimote at the screen to reveal a door, then take it and open the chest to gain your first Pixl, Thoreau (phonetic name taken from a literary author). Over the chest, use Thoreau to grab the block, then jump back and toss it at the blue ! switch on the ceiling in mid-air. Exit back to town, then enter the house at right to meet Watchitt. Talk to him, then exit and take the pipe at right into the background. Inside the house, talk to Green to activate the next bridge. Answer his question any way you want (say Both for a very funny response!), then head out and across the bridge. Jump at the star block to clear the level.

Chapter 1-3: The Sands of Yold

Head right until you find a big red tree. Jump back and forth under it in 2D 10x to make a door appear. You can skip a lot of nuisances by taking it now. It really isn’t necessary to do anything beyond this door, so go ahead and take it. Go right, using the blocks to across the quicksand, spring up, and use the square transport track. Head right and flip to cross the quicksand, then again around the brick blocks. Spring up and land on the brick blocks above a ! switch. Jump right on the block, then use Thoreau to activate the switch. Use the transporter again, then head right and save. Flip and jump on top of the save block, then to the brick blocks. Flip again and jump across to a pipe. Suck, suck, suck (*imitating sound effects of taking pipe to suggest that you should take the pipe*). Flip to get more coins from the blocks, then exit, save, and enter the door for your first mini-boss fight with O’Chunks. This is pretty straightforward. He will try to jump on you, so use Thoreau to pick him up and throw him down, then in a shocking plot twist, jump on him instead. After the fight, enter the next door and head left, taking the platforms to another door. Take it, then read the statue’s sign. Flip and read the other side, collect the coins, then exit back a room. Head right and spring up to the moving platforms. Take them and head through the next door. Head right to a blue platform. Stand on it and press 1 and minus (-) at once, then hit the star block to clear the level.

Chapter 1-4: Monster of the Ruins

Head down the stairs and through the door. Head right and over the quicksand, then flip to pass the fire. Flip back, then jump up to the block, then right. Head down the ladder and grab the Life Shroom, then go back to the first block and enter the right door. Flip to pass the fire, then go all the way up to the blocks seen only in 3D. Hit them both, then, in 2D, take the door. Flip to pass the Tromps, then climb the ladder to a chest for a key. Head back through the last door, then open the locked door and head through. Save here, then head right, flip to pass the Tromp enemies, then jump to the item block to reach the door. Inside, fall to the right, then throw an enemy at the switch to hit it. Climb the ladder up and head back through the door. Go back left to the block structure and use Thoreau to nab another key. Go through the locked door and once downstairs, use Tippi (point Wiimote) to reveal a ledge under the door. Jump off the stairs to it and through the door. Head right to a dead end, then flip to pass it right. Open the chest for a Buzzy Beetle card, then head back left and flip under the key to a hidden passage where you can collect the key. Head back and unlock the door to head through. Spring up and head left to a dead end, then flip and climb the ladder. Jump on the ! switch, then run left very quickly to avoid being trampled by Spinies. Press the red switch, then fall down the hole to land on the pile of Spinies. Ingenious. Head through the door, then flip to see the blocks are numbered. Hit them in numerical order (*let’s count, children….1….2…3…4*). Head up the stairs, get the Super Shroom, then save. Take the pipe to meet your first big boss, Fracktail. This is an easier version of Hooktail, Gloomtail, and Bonetail from TTYD. Dodge him as he barrels towards you from the background, then flip to see him coming across the area. Jump onto his back to ride him, then use Thoreau to grab enemies and throw them at Fracktail’s antenna. You’ll be thrown off, but just repeat those tactics to win. Head through the new door and down the stairs to meet Merlumina and get your second Pure Heart. That will cue a side cinema with Peach trapped in Bleck’s castle. Now you’ll play as her. Follow the Koopa through the first door, then left through the first door you come to each time until you reach a dead end. Luckily, Peach escapes. But to where? Then a mysterious conversation takes place between two unknown people. Secrets abound!

Epilogue

Now back to Mario in Flipside. Take the elevator at left, then follow Merlon inside his house. A girl fell from the sky? Hmm…who could that be? Follow Merlon outside and take the up elevator at right. Head left to find Peach unconscious. Take the elevator back down and head left to the shop (a mushroom sign sits outside it). Buy anything you want, but make sure you have at least one Fire Burst on hand. Take the down elevator at right, then head right into a bakery (with a teapot sign out front). Give the cook the Fire Burst to make Spicy Soup. Head left and use the up elevator, then go right and up another elevator (not the fancy one). Head left to return to Peach. Give her the soup to revive her (and a cute “hi” from Mario) and she will join your party. You also receive the Old Key. Outside, use the + button to change partners back to Mario. Outside Merlon’s house, flip and use the key to unlock the gate at right. Follow a hidden path at right in 3D. Flip back to 2D at the end, then head right and enter the pipe. Head left from here to a sign, then flip and follow another hidden path. Head left and flip again to climb the rocks. As Peach, float from stone to stone using her umbrella move. Approach the Heart Pillar and press C-up to place the Pure Heart and reveal the door to the next chapter. Backtrack to Flipside’s main district, rest at the inn if needed, then save. Take the fancy elevator next to Merlon’s house up to the tower, then through the second door to Gloam Valley.