Super Paper Mario Walkthrough

  #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.

Shortcut!
Shortcut! Instead of following Tipp down the elevator, jump off the left ledge to land right next to your destination: the Heart Pillar. Not only will this save you a few seconds, but it’s just plain cool watching Mario land on his face.

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.

Tip!
You can skip past the Elevator sequence by tapping “2” during the ride. You can also do this for any cut-scene you’ve seen more than once.

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.

Enter World 1
Proceed through the Dimensional Door into World 1.  

 

 

 Chapter 1-1

World 1-1. The name alone might trigger fond memories for you older gamers. Anyway, this level introduces the dimensional flipping technique, which allows you to flip the world from 2D to 3D with the press of a button, but you’ll have to learn it first.

Find Bestovius to learn dimensional flipping
When you reach the door surrounded by blocks, use the first brick left of it to climb over it to the other side.

Pit Stop
Travel down the pipe immediately after to the underground chamber and open the chest to obtain a Shroom Shake. Exit the room via the horizontal pipe on the ground to return to the surface.

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

About dimensional flipping: Dimensional flipping allows you to turn the plain 2D world into magnificent 3D, but there are some drawbacks. Whenever you enter the world of 3D, a “Flip Gauge” will appear in the upper left corner, which restricts how much time you may spend in this dimension. Try to revert back to 2D before it fully depletes, otherwise you’ll lose 1 HP – but on the plus side, the meter will then resent, which essentially allows you to double the amount of time you spend in 3D.

Pitstop!
Make use of your new Dimension Flipping skill in Bestovius’s own house! This will enable Mario to walk behind the jars and collect a Shell Shock and Shroom Shake in Bestovius’s room, then do it once more in the foyer (where you found the hidden door) for a Fire Burst.

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.

About Catch Cards: Like baseball cards, there’s at least one Catch card for each enemy within the game. By collecting a particular enemy’s card, you’ll inflict more damage upon that enemy whenever you attack! The more cards you have, the more damage you’ll inflict. Search for them high and low, wherever you go, as you never know where you might find one!

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 – BUT WAIT! If you flip to 3D, you’ll discover a small crevice in the cliff wall just behind it which leads to a chest containing a Koopa Troopa card.

Chapter 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.

Pit Stop!
While crossing the red bricks, flip to 3D at the point where you have to jump up to a second row to discover a hidden block. Hit it to expose a ladder that can be climbed up to cloud pathway covered in coins.

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; awesome!

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.

Chapter 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.

Pitstop!
Before entering the door, flip to 3D near the save block, then leap from it to the red bricks. Switch back to 2D and navigate to the pipe on the left to find a room chock full of chests and items (make sure to use 3D to find an additional row of chests along the ceiling).

Boss: O’Chunks
 Are you ready for your first boss battle? Don’t sweat it too much, O’Chunks is like a boss battle on training wheels – you actively have to try in order to lose with this guy.

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.

If you find yourself cornered, flip to 3D to render him harmless, allowing you to step around him.

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.

Chapter 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.

Pit Stop!
At the first spinning fire column, take the upper-right path to find a Life Shroom in a chest.

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.

Pit Stop!
Just past the locked door, flip the world to 3D to find a hidden path. It’ll lead you to a chest containing a Buzzy Beetle card!

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 guard of this Pure Heart, but thankfully, he doesn’t 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.

 #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.

Pit Stop!

After exiting the pipe, fall into the crevice coming up to find a secret pit containing two chests. One contains a Merlon card, the other a Merluvlee card. Jackpot! Now use the spring to return to the surface.

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.

Chapter 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.

Inside, 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.

Pit Stop!
Now with Pixl on your side, let’s put him to good use! Set him down by the cracks in the wall right next to his chest. His blast is so powerful, it’ll blow open a hole in the wall you can walk through, while in 3D. Open the chest inside for a Watchitt card.

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.

Pit Stop!

Flip to 3D when you’re positioned in front of the house in the background (just before the Star Block) to discover a hole in the ground. Drop down to find two chests, each containing a catch card: Shlurp and Swooper.

Now just hit the Star Block at the end to complete the level.

Chapter 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.

Pit Stop!
From the get-go, flip to 3D to discover an opening in the hedge leading you to a coin filled box.
Pit Stop!
Before entering the Mansion, jump into a hidden block, positioned just above the single stationary block, to the right of the front door. Climb the ladder that emerges, then leap onto the pair of bricks at the top. Now use Peach to float over to the Mansion’s rooftop where you’ll find a chest containing a Stop Watch. But you’re not done yet – flip to 3D, then walk toward the camera to land on a balcony just above the entrance, where you can open a chest containing the Cursya card!

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!

Door #1: A Pit Stop you don’t want!
The bottom-left door is a waste of time, as it just leads to a mushroom that’s constantly pulled out of your grasp. If you give chase, you’ll fall into a pit full of boos, and a single red ! switch. If you fall into the trap, clear the room of Boos first, by jumping over them so you’re on their backside, then attacking before they turn around and turn invisible. Once they’re down, plant Boomer next to the switch, then get ready for the pipe to emerge on the opposite side of the room once explodes.

Door #2: Mushroom, Mushroom!
The top-left door is leads to a mushroom suspended by a chain. After grabbing it, you’ll fall into a pit, with only a Shlurp to keep you company. Take him down from the inside by force-feeding him a bomb by planting boomer in front of his face. Once he’s down, take the pipe that emerges back to the surface.

Door #3: Money Money Money!
The top-middle door rewards Mario with a line of counts and, you guessed it, another pit trap. Like with room #1, use Boomer to trigger the switch, which reveals a pipe that will get you out of there.

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.

Chapter 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.

Rubee Savings and Loan
The door on the ground floor leads to Rubee Savings and Loan. There’s not much to do here for now, aside from making use of the save block and checking the balance of what you owe, so feel free to ignore it for now.

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).

Pit Stop!
Before heading upstairs, flip to 3D while on the platform directly across from where you found Slim. Use Boomer to destroy the brick wall, then open the chest inside to find a Boo card.

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.

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, we 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.

Chapter 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.

Here’s the deal, there’s a number of ways to get to your first destination, so we’ve outlined where ever door leads to in the section below, in case you get lost. However, to save time, we suggest using this route: Room 1 (left door), Room 3 (right door), Pink Room (left door, reached via the Flip Blocks).

You can find out more about each room, and the doors within below:

Foyer
Left Door: Room #1
Right Door: Room #2

Room #1
Left Door: Foyer
Right Door: Room #3Just watch out for the trio of boos.

Room #2
Left Door (Ground Floor): Room #1
Right Door (Ground Floor): Room #3
Right Door (Top Floor): Room #4Nothing in this but the three doors and a pair of ? blocks.

Room #3
Center Door: Room #1
Left Door: Pink Room
Right Door: Room #2To reach the left door, flip to 3D, hit the flip-blocks, then use them to reach the door while in 2D.

Room #4
Left Door: Room #2
Right Door: Pink RoomYou’ll find a Mr. I on the ground floor, blocking the sign. Flip to 3D, then run circles around to make him dizzy, Mario 64 style.

Pink Room
Left Door (Bottom Floor): Room #3
Right Door (Bottom Floor): Room #4
Right Door (Top Floor): Room #5On the left side of the room, switch to 3D and hit the flip-blocks, then climb them to the top-floor in 2D to find Merlee, or so you think. Answer her questions however you wish to make her reveal her true identity: Mimi, a spider-like creature with a bad attitude.

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.

Room #5
Left Door: Pink Room
Right Door: Room #6 (through crack in ground)At the back wall, use Slim to become thin and slip through the gap in the floor to a door.

Room #6
Left Door (Bottom Floor): Room #5
Left Door (Top Floor): Room #7
Right Door (Top Floor): Room #8To reach the two upper floor doors, flip to 3D and use the ? blocks as stepping stones.

Room #7
Left Door (Bottom Floor): Room #6
Left Door (Top Floor): Room #8
Right Door (Bottom Floor): Room #8
Right Door (Top Floor, through hole): Room 9Use Boomer to explode the cracked wall in the upper-right corner to reveal a passageway leading to a door.

Room #8
Right Door (Bottom Floor): Room #6
Right Door (Top Floor): Room #9
Left Door (Bottom Floor): Room #7
Left Door (Top Floor): Room #7Plant Boomer along the cracks in the wall (behind the sign) to reveal a path leading to a Shroom Shake.

Room #9
Left door (Bottom Floor): Room #8
Left Door (Upper Floor): Second Staircase Room
Right Door (Bottom Floor): Room #5
Right Door (Upper Floor): Room #7 – InaccessibleSwitch to 3D and hit the flip panels so you can use them in 2D to reach the upper doors.

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

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.

Pit Stop Redux!

 

Although we’ve mentioned this before, we thought it’d a good idea to bring it to your attention once more in case you missed it the first time. After exiting the pipe, fall into the crevice coming up to find a secret pit containing two chests. One contains a Merlon card, the other a Merluvlee card. Jackpot! Now use the spring to return to the surface.

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.

Pit Stop! Pit of 100 Trials
 If you have time to spare, you might as well check out the second basement floor. To reach it, take the warp pipe you passed earlier, just before the slit in the wall leading to the Heart Pillar.

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.

 

Chapter 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!

Shortcut!
Normally, you’d have to travel through a few doors and tackle some enemies to discover a sign that teaches you the secret of this land. But since we’re here, this is largely unnecessary. Instead, make your way to a pair of red pipes bordering a chasm. Now although it may go against everything you know, leap into the abyss to find the next portion of the level. If you take this shortcut, please resume reading at: World 1-2.

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.

Pit Stop! (Catch Card SP)
 Once through the door, wait at the left ledge for a platform to hover over. Right it to the other side, then use Peach to leap from the low pipe, to the higher one and go down it. You’ll emerge in the background — go to the right to find a Catch Card SP.

 

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.

Pit Stop!
 Continue past the red pipes to the purple statue, near the end of the level. Leap onto its arm while in 3D, then cross the blocks to a chest containing a Piranha Card.

Pit Stop!
 Afterward, enter the pipe at the end to appear in the background. You’ll soon come across two pipes: one is short, the other tall. Since the tall one is too high to leap over, go down the short pipe to enter a cavern.

Open the chest for a Thunder Rage item, then destroy all of the enemies in the room to reveal a pipe on the left. Ah ha! You will emerge out of the impassable tall pipe, allowing you to grab the Ice Storm item to the left.

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.

Shortcut!
 Leap from this section of blocks to bust open a hole in the ceiling. Leap up there and run along the ceiling to skip to the end of the level. However, you will miss out on several of the Pit Stops, listed below.

Pit Stop! (Catch Card SP)
 Go down the first green pipe to enter a second cavern. Flip to 3D while on the top row of blocks to discover an alcove with a Catch Card SP. In addition, hit the last block, just before the pipe, to find some more coins.

Pit Stop! (Hidden pipe in staircase)
 Flip to 3D at the first staircase to find a well-hidden pipe. Take it down, and hit the flip-blocks while in 3D to reach the high ? blocks containing coins.

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.

Pit Stop! (Pipe #1 – Right Pipe)
 Take the first pipe on the right to find a cavern containing a coin-covered staircase. Flip to 3D to find a chest behind the staircase that contains a Magikoopa card.

Pit Stop! (Pipe #3 – Left Pipe)
 The left pipe will actually warp you back to earlier in the level, just above the dual red pipes. Although this is generally a bad thing, you can use Peach to float over to the statues to the right, then leap from there to a chest containing a Piranha Plant card. Only do this, however, if you didn’t grab the card using Mario earlier in the level.

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: Bowser
 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.

 

Chapter 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.

Chapter 3-3

Climbing the Tree
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.

Note:
 Be wary of where you flip to 3D; many of the platforms are completely flat, which means Mario’s going to be standing on air if you switch dimensions at the wrong time. In general, you should only flip to 3D when on non-organic platforms (such as those made of brick).
Pit Stop!
 Look for a small house, right of the big tree. While you’re too large to fit into it now, come back when you have Dottie to enter the house as shrunken Mario.

 

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.

Pit Stop! (Coins)
At the edge of one of the green platforms, you’ll find a single block floating by itself, just past a Paratroopa. Leap to it, then to the yellow pipe now visible. Flip to 3D when inside to discover a stockpile of coins. 

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.

Inside the Tree
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.

Pit Stop!
 Instead of climbing to the high ledge, cross the yellow platforms to the right wall to find a warp pipe. Destroy the two chain chomps inside (easiest if you ground pound as Bowser) to reveal a chest containing a Peach card.

Inside, you’ll find a small gap in the wall that a platform moves back and forth through. Mario’s too large to fit through while standing, so try crouching instead. Duck beneath the wall, then jump into the gap, while continuing to duck. Once 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.

Chapter 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.

 #4

Objectives:

  • Locate Heart Pillar
  • Enter Chapter 4 Door
  • Speak with Merlon
  • Find Boy
  • Free the Fish
Go back for Barry!
Remember the Pixl hiding in the bush you spoke with way back in world 3-1. You know, the one who give you the three hints? Well, now that you’ve found Tippi, revisit Barry in world 3-1. Since he has no need to provide any more hints, he will now join your team. Barry’s power puts a force field around Mario for about one second. Not only does it protect you, but it can also be used offensively with good timing.

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.

Chapter 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.

Pit Stop!
About halfway through, you should spot a small vortex in the background, along with an oddly shaped planet. Flip to 3D here to find a vortex hidden behind the meteor ahead that will warp you to the background. Take the warp pipe at the top of the planet to find a coin-filled room.

Chapter 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.

Pit Stop!
After seeing the strange artifact, drop to the bottom of the next pit and flip to 3D to find an Ultra Shroom Shake.

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.

Tip!
Once on the other side, leap to the block above you, then climb to the top of the mountain you just passed through to find a blue switch on the other side. Activating it will yield two platforms that appear, which allows quicker access over the mountain, for future trips.

When you reach the first, alien-looking door, flip to 3D to discover a path that leads across the chasm.

Pit Stop!
After crossing the chasm, use the platforms to leap up the mountain you just passed through. At the peak, jump on top of the blocks above you, then into a high pipe to find numerous coins (make sure to find them all in 3D).

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.

Chapter 4-3

X Marks the Spot
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.

Hunger Strikes!
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!)

Vortex Maze
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. However, some of the other vortexes lead to treasure, which we’ve outlined below.

Pit Stop!
Look for a Catch Card SP in the upper-left corner, surrounded by some bricks. Use Boomer to blow them away and reach the card.

Vortex #1 – Bottom Left (Coins!)
The vortex in the bottom-left (near the vortex that you first emerged from) leads to a small depository of coins.

Vortex #2 – Bottom Right (Save Block – Leads to same area as center portal)
This vortex leads to a stretch of space that contains a Save Block and another vortex on the opposite side, which leads right back to the area you just came from (center vortex). Since you likely just saved two rooms before, this Vortex is a waste of time.

Vortex #3 – Dead-Center (Save Block – Leads to same area as bottom-right portal)
Taking this vortex leads to the same area as the bottom-right one, except on the opposite end of the room. While there is a Save Block on the far end, it’s more easily reached via the aforementioned portal, and even then, it’s quite unnecessary as you likely saved just a little earlier.

A Truley Convenient Store
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.

Feed Squirps
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.

Chapter 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.

Pit Stop! (Coin Block)
Flip to 3D at the short, green wall to find a pipe hidden behind it. It leads to a coin block.

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.

 #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.

Welcome to Flopside
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.

Chapter 5-1

I will add the rest later.

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