Thursday, August 28, 2014

Super Paper Mario -- Interlude After Chapter 5

In Castle Bleck, O'Chunks is singing for Nastasia. It's a song about Count Bleck's greatness. Towards the end, he runs out of steam. Mimi appears, telling him to stop, saying he's breaking windows. Nastasia explains that she made O'Chunks come up with a nice motivational tone as a punishment for being defeated again. She's making him sing it 1,000 times. Mimi says Nastasia's more evil than she thought. She asks where the count is. She hasn't received a call to do anything and is bored. Mr. L drops in, saying Brobot is gassed up and ready to fight. Nastasia loves the enthusiasm, but tells him to shelve the robot action plan for the time being. Count Bleck left specific orders to stand by. Mimi can't believe they're supposed to wait for the hero to come get them. Mr. L says he'll leave to do other things if he's not needed. Nastasia is agitated, saying they aren't going anywhere, as Count Bleck's orders are absolute. She leaves. Mimi's bored and Mr. L says Brobot craves a daily smash and there's no action here. Dimentio says it's hard to stay still when one pines for sweet vengeance, but the count's orders are absolute and without exception. They shouldn't dare think about executing a secret sneak attack, even though defeating the hero would please the count. They MUST follow orders. Mimi remembers she has something to do and Mr. L says he must deflavorize Brobot's Flavorizer and they both leave. Dimentio says he must leave as well.

We now return to our serial drama of Timpani and Blumiere.
Blumiere: Look, Timpani. The stars are beautiful, aren't they?
Timpani: There's a tradition in my village. We believe that wishes on stars come true.
Blumiere: Oh, is that so? In that case, we'd better get wishing, don't you think?
Timpani: I don't need to wish anymore.
Blumiere: Mmm?
Timpani: I already have everything I need right here.
Blumiere: Timpani... Aren't you cold?
Timpani: Not at all. I'm very warm... Can we stay like this? Just a little longer?

Back in Flipside, Peach calls to Tippi, saying she's a little out of it. Tippi asks if they just heard something, but none of them did. She thought she remembered something very important, but the ground shakes and The Void grows larger. They need to open the door to the next world quickly. On the second floor and Merlon says they're back. The Void grows larger and some worlds may have started to decay already. He wonders how long Flipside will be spared. Tippi asks if the Light Prognosticus says how much time they have left and Merlon says it was only written to counter the Dark Prognosticus, so it's not truly prophetic. It's hard to say how much time they have left, but it's probably not much. Tippi says they can only go forward and can't wait for worlds to end. Merlon has a message from Nolrem, saying that a Heart Pillar has been spotted on the outskirts of Flopside. In the meanwhile, he'll look into the Light Prognosticus for clues.

On the second floor of Flopside, go into the Fortune Teller's house and you'll find Merlee's moved in. Merlee asks them for a favor: she lost her crystal ball in her move over here and Merluvlee in Flipside uses the same kind. She wants the heroes to ask her for one. She says this won't take long, but it's a long sidequest. Merluvlee says she's in training and Bestovius has some useful equipment. She asks them to get it for her. Go to Chapter 1-1 and ask Bestovius for the Training Equipment. He says he lent Old Man Watchitt a You-Know-What and wants it back. Go to Chapter 1-2 and go to Watchitt's house. He says he's been seeing a strange lady in his dreams who talks a lot and needed help with something. He describes her as looking like Merlumina. He says she needs to get out of his dreams and if the heroes help her, he'll give them anything. Since she's been in his dreams many times, he's become a fan and wants her autograph. Go to Chapter 1-4 and find Merlumina again. She says it's a pleasure to meet them again. They ask why she's still here and she says she couldn't fall asleep after sleeping for so long, so she sent out her frustrations telepathically. They reached someone in a nearby town of Ancient blood. She says she did it when she was single to meet people. She tells a long story, which makes the heroes fall asleep. She thinks that Watchitt is hard of hearing, which made her sad and unable to sleep. She says she used to fall asleep to lullabies and tells another long story. All this talking is making her drowsy and the heroes' plan to make her sleepy by making her talk was brilliant. She starts fading, but the heroes remember to ask for her autograph. Give it to Watchitt, who gives you Bestovius's You-Know-What. Give it to Bestovius for the Training Machine and give that to Merluvlee, who gives you the crystal ball. She says to tell Merlee that they're even now. Merlee give you a free charm and a Random House Key. Get your charm first and go for the Special Package, as it lasts the longest. Go to the first floor of Flopside and unlock the locked house. There's a large chest. It's time to get funky. A Pixl says, "Doodly-doo!" then makes animal and car noises. All things sing and to live is to make music, according to the Pixl. Her name is Piccolo and heard their footsteps, which isn't their essence. She joins the party with the ability to make different music based on the character, with the ability to remove curses.

Go to the third floor of Flipside using the pipe on the second floor. There's a red rock with Piccolo drawn on it. Use her power near the rock to reveal a chest with a Merlee card. Go to the second floor of Flopside and use Tippi's power to reveal some blocks under the pipe. Use the pipe to reach the third floor and go to the left to find a similar block. Use Piccolo's power to reveal a chest with the Nolrem card. Go to B2 and flip to find Welderberg on the right. He'll build you a pipe from here to the second floor of Flopside for 100 coins. Go to the outskirts on the second floor and use Cudge to break the yellow block. This makes a pipe appear. Take it down to the first floor outskirts. Take the pipe in the area down to B1, then another to B2. Behind the pipe is a yellow switch that makes the wall disappear. There's a large chest with the Power Plus. Use it to permanently boost your attack by 1. Drop down the gap to the left and you'll find a chest with a Barry card.

Go back to the first floor outskirts and flip in front of the sign. Follow the path and use Dottie to go under the rock formation. There's a square stone that's actually a yellow block. Hit it to make a red switch appear. Stand on it to make a Heart Pillar appear. Place the Pure Heart to make a blue door. Nolrem says at the Duel of 100, the hero will meet with dark powers of purest chaos. If the hero falls to the 100, the chaos world grows and the Purity Heart fades. The hero will falls to the world where games are ended. He deciphered this part of the Light Prognosticus, which says that if they fail to pass the duels, all worlds are ruined. Their lives and the Purity Heart will be lost. Although this message may discourage them, he must still send them forth as they can not nothing else. Stock up on healing items before going starting the next chapter.

Wednesday, August 27, 2014

Super Paper Mario -- Chapter 5-4: The Menace of King Croacus

"You want REAL danger? How about my duel with the foul Rainbowzilla?!" As the heroes descended into the Floro Caverns, Flint Cragley entertained them all. "Boss. BOSS! Cragnons heard that story 255 times, brah... You making my Crag hurt. Brah, if you count time we weren't tied up, then it be 256 times." Mario and Co. glanced over at the weary faces of Flint's crew as they delved deeper. But a light grew... Was it a ray of hope from the Pure Heart, or an evil illusion?

Flint Cragley tells the viewers at home that they traipsed over beasts, but found a sight too horrible to believe. Hornfels says nothing has happened yet. Flint says the sight is up ahead and they're going to look for it now. They leave. Drop down and you'll find a white door in the cavern. It leads to a scanner, with an ornate door on the other side. Unfortunately, the heroes can't get past the scanner. Drop down to the left and you'll find a tiny pipe, then a normal pipe. Go through the normal pipe and you'll see a Cragnon leave through a white door. The white door leads to the Processing Center, but a key card is required for access. Go back through the white door and drop down to the right. There are Pal Pills in the item block, but you may want to avoid getting them so they do not attack the Cragnons and cost you points. Flip and drop down and you'll find a red switch. Pick up the two Cragnons down there and throw them onto the switch to make a pipe appear.

The pipe leads to a part of the cavern where there's a skull drawn on the wall. Use Fleep on the skull to make a Cave Key appear. Beyond the door is a maze to a sign telling you to use Fleep on the skull, so you can ignore it and go back. Flip into 3D to find a ladder out of that area. Unlock the door to the right and you'll find a normal Cragnon named Gabbro and a Pixl. The Cragnon thought this was a good hiding spot since the key was lost. The Pixl calls this situation unexpected, like a storm of rain. It says there are no absolutes. The Cragnon asks what they should do. The Pixl says Grabbro must calm himself and meditate. The Cragnon surrenders, asking the heroes not to hurt the Pixl. The Pixl protests, but Gabbro says the Pixl kept him company and helped him hide. Gabbro owes the Pixl and wants the Pixl to live free. The Pixl notices that the heroes are not Floro Sapiens and Gabbro asks if they're here to save him. Tippi says Gabbro managed to avoid falling under the Floro Sapiens' control, just like Flint. Gabbro's a huge Flint Cragley fan and the Pixl says to find him. The Pixl says that humans, Cragnons, and Pixls shouldn't linger long together, as only heroes travel with them. It tells Gabbro to let his aura shrink so he can return to the village. It shrinks Gabbro, who thanks the Pixl and leaves through a tiny red door. Now it's time to get funky again. The Pixl bids Gabbro farewell. It says it hears the tears of souls. The hero must take her to the deep, dark underbelly of the earth. Her name is Dottie and she allows the heroes to shrink to enter small spaces and avoid detection. Use her power to go through the tiny red door.

Go through the door to the Processing Center, then run through the low gap to the left. You'll find the Card Key here. Use it to unlock the door. Go through the pipe, which takes you to an area with caged Cragnons. Pound the switch with Thudley and the alarm sounds. The Cragnons are released. Hop over the blocks to avoid them and go through the pipe on the right. Dimentio says they've finally come to play like long-sleeping toddlers. O'Chunks is with him. Dimentio asks if they tire of collecting the Pure Hearts. He says he's not violent by nature and wants to settle things peacefully. He offers to return them to their own world. The heroes won't sit by idly wand watch worlds die. Dimentio transports them to Dimension D. Tippi says this battle will end the same way as before. Dimentio changes things up a little by giving O'Chunks a sprout. He starts saying the names of vegetables. Dimentio calls O'Chunks dim and says he's livened him up with a sprout. He can now be called O'Cabbage. O'Chunks attacks. His attacks are largely the same, but he's faster. Throw him with Thoreau, then stomp. Once you defeat him, the sprout falls off. The mind control ceases and he asks what he's doing here. He thinks the heroes want to challenge him, but they'll get ruined. His stomach growls. According to him, warrior rule #1 is never fight on an empty stomach. The heroes are done the next time they meet and he lifts off. Tippi notices that the sprout that fell off is the same as the one on the Cragnons, but this one is nearly dead. Wear the sprout and the heroes suffer no ill effects.

Elsewhere, Dimentio laughs. He says if the heroes beat that model of O'Chunks, they're coming alone nicely. They are perhaps the ones he's waited for all this time, so he should prepare himself. Go up and through the pipe to return to the entrance to the Processing Center. Leave and go through the tiny pipe to the right for many item blocks. Most of them have coins, but there are Pal Pills and a Super Shroom here. Go through the white door on the far right, the one with an ornate door on the other side. The scanner will let the heroes pass through with the sprout.

The door leads to King Croacus's lavish castle. There are many valuable objects and paintings of former rulers. Read the captions to find out more about the rulers' histories if you like. You'll find out that King Croacus IV, the current ruler, was not born into royalty, but was acknowledged after many years of service to a young king who died early. Flip and you'll find that the floor is cracked underneath each painting. Use Boomer to blow up the cracks. In 3D, drop down and you'll see a colorful switch. Hit the switch with Thoreau so it matches the background of the painting above. You do not have to hit the switch under the blue painting, as the switch is already the correct color. There are Cragnons at the bottom, so beware. Under the far right painting is a Save Block. Once all of the switches are the correct color, a curtain appears and an door is revealed.

Go through the door and someone asks where the pretties are. They want more pretties. It's King Croacus IV, who calls the heroes hideous and clashing intruders. He won't forgive the trashing of his beautiful kingdom. The heroes order him to release the Cragnons. Croacus refuses, saying their sturdy bodies make them fine workers to dig up more gems for his bejeweled palace. He says the world is made for beauty and shows them the Pure Heart. He knows the heroes want the Pure Heart badly, and think it's because all seek beauty. Their blabber hurts his ears and their smell is wilting them. He rarely stoops to such things, but they should consider it an honor that he'll destroy them himself. He becomes a planted flower with three heads attached to flexible, spiny stalks. His head becomes more like a rose and he can cover his face with his petals. He has 50 HP and 2 attack. Croacus attacks with his heads, but does not take damage when his face is closed off. Grab stuff with Thoreau and throw it or jump onto him. Pick up a head with Thoreau and stand on another to get a better angle. After he takes a few hits, the heads disappear and Croacus floats freely. He'll shoot off flying petals that are like sharp fan blades. Pick those up and toss them at Croacus, or pick Croacus up and toss him at the petals.

When he is defeated, he says even as he wilts, he is beautiful. He turns grayer. Floro Sapiens rush in, asking what the heroes did. Tippi says they defeated Croacus and they want the Cragnons released. The Floro Sapiens say they don't get it. King Croacus IV was awesome and thought of his people first. The Cragnons were polluting the water by throwing trash into the river, which the Floro Sapiens then drank from. Drinking the polluted water drove Croacus crazy. Flint says he knew it all along. He has an emergency special report from the front lines, saying that pollution drives the Floro Sapiens mad. He tried to tell the Cragnons earlier, but his thoughts were too advanced for them. Hornfels says this segment is playing well with the green Cragnon crowd and that ratings are exploding. Monzo says it's like Crags on Ice meets Baron von Craggington. Flint says once the Cragnons see the report, they'll realize the error of their ways. The Floro Sapiens say that water is the most precious treasure. If the Cragnons stop dirtying the water, they'll chill out, be cool, and take off the sprouts. Tippi calls this an unexpected turn. Aside from whaling on their king, they are heroes and give them the Pure Heart. The earliest Floro Sapien kings were given it to safeguard for 1,500 years. King Croacus IV would be happy that the duty got done. The Pixls dance.

End of Chapter
"Men of true grit witness live what others can only see through Crag-vision. That is what moves me to travel into the belly of the beast week after week. Thanks again for watching, and until next the next time... CRAAAAGLEY HO!" Having wrapped their latest shoot, Flint and crew went back to Downtown of Crag. Mario and friends clutched the sixth Pure Heart as they walked back toward Flipside. Our heroes had taken a new step toward overturning the prophecy of destruction.

Tuesday, August 26, 2014

Super Paper Mario -- Chapter 5-3 -- A Crag in the Dark

After repelling O'Chunks, Mario and Co. followed the Floro Sapiens underground. Was the hideout of the Floro Sapiens just up ahead? "Wow, it's dark! And narrow!" "Hey, who just kicked me?!" "Sorry. All me." Our heroes followed the long, dark corridor, listening to echoes of their own voices. As they groped their way along, the light at the end of the tunnel grew brighter... They had finally arrived at the inner sanctum of the Floro Sapiens... The Cragnons kidnapped from Downtown of Crag had to be around somewhere...

This is the Floro Caverns, caves filled with minerals. Climb up the blocks and you'll find an item block with a Mushroom. Go to the right and someone announces that they're coming in live from the Floro Sapien home. It's a Cragnon with arms, wearing a khaki shirt and pith helmet. He says no one has set foot in here and come out alive. He says some make history with sheer gall and willpower, like Flint Cragley. He's a Cragtrotter, an adventurer. He tries out a few titles for his show: "Into the Floro Sapien Cave of Doom!" "Taste Danger! Flint Cragley Vs. a Recragginated Mummy in Floro Sapien Central!" Tippi speaks up and Cragley notices them, wondering it they'll eat him after the next commercial break. Afterwards, he says, "Cut, print, and wrap it." He asks what they're doing here and they explain their quest for the Pure Heart. Flint is happy to meet fellow adventurers and introduces himself as the best Cragtrotter. He has a weekly show on crag-vision. Flint pretended to be kidnapped so he could film an epic show, but his crew wandered off. They have the key that will get him deeper into the abyss that is the caverns. He tells them to find his crew and tell them he's waiting and stomping impatiently.

Go through the pipe and you'll find a locked door when you drop down. Go to the right to a Save Block and drop down. There are Spike Tops here. If you flip in the area, you'll find a Cragnon wandering around with a sprout on its head. It's been brainwashed by the sprout and has 10 HP and 1 attack. Avoid contact with them, or you'll lose points if you defeat them. They are looking for gems for King Croacus and will attack any intruders. Go through the lower pipe. You'll find some item blocks. The middle one has Pal Pills. You'll find Spania here. They move quickly. Defeat them without jumping on them, unless you're using Carrie's power. A nearby brick block has a Fast Flower. In the next cluster of item blocks, hit the brick block over the middle block for a ladder. It leads to a moving yellow platform that will take you past many coins. At the end of the ride, you'll drop back down. Go back left and you'll find a door.

The door leads to a mine cart. Stand in the mine cart and take it for a ride. Flip into 3D and it will take a hidden path to the left. The tracks dead-end at a door. Go through the door and float across the gap, then drop down. You'll find Flint Cragley's sound guy, Hornfels. He asks who they are and once they explain that Flint's looking for them, he says he'll go back. He explains that the Floro Sapiens are using sprouts to mind-control the captured Cragnons. He leaves, saying not to let their guard down. Go left and hit the brick block for a ladder. Go back through the door and ride the mine cart back. If you ride the mine cart in 2D, you'll end up in an empty room, except for a Cragnon in 3D.

Go to the right and blow up a rock to access a door. Flip and you'll find many coins here. Leave and go to the right. You'll come across a spring near a wall of blocks. Flip to go through the blocks. There's something at the end of the hallway. It's a giant yellow block, camouflaged to look like the cavern walls. Break it with Cudge and you'll find another mine cart. This one has several loop-de-loops. Go through door at the end, then up and right to find the cameraman, Monzo. He asks if the heroes are not mind-controlled. He escaped the "Processing Center", but says he may take the director, Flint, there to mellow out. The heroes tell him that Flint is looking for him. He heads back. Drop down and left, then flip to find a chest with a Spania card. The item block has a Zombie Shroom.

Go back using the mine cart, and go through the pipe near the door with coins. There's a camouflaged giant yellow block. You'll find a chest with a Shroom Shake. Return to Flint, who says he has been miraculously reunited with his crew. They need to aid the kidnapped Cragnons. He says they will use the key to the last unopened door in the caverns. The crew announces that they don't have the key. Monzo had it originally, but Flint took it back and should have it now. Flint says he doesn't, but finds it when he checks his pockets. He says the key miraculously returned to his pocket. He also says that beyond the door, there may be a trap on the other side. The heroes say they'll open the door no matter what and he calls them brave. He's not afraid, just yielding to their lead. He gives them the Cave Key. Go through the pipe and unlock the door. It leads to a mine cart with loops. Go through the door. There are large crystals here. There's a large shadow between and under the brick blocks. It's a giant yellow block in disguise. Hit a brick block for a Mega Star. When it runs out, look for a similar shadow towards the middle of the area. Hit it to reveal a door to the star.

Monday, August 25, 2014

Super Paper Mario -- Chapter 5-2: Pixls, Tablets, and Crag

In pursuit of the abducted Cragnons, Mario and Co. headed for the Gap of Crag. What did the Floro Sapiens want? And where was King Croacus with the Pure Heart? Despite their hustling pace, our heroes never caught sight of the Floro Sapiens. But Mario didn't give up. He knew his fleet feet would catch them eventually.

In the Gap of Crag, Tippi says they've finally caught up with the Floro Sapiens, who have just gone through a door. Go to the right and you'll find Pokeys. Don't jump on them without Carrie. Farther to the right is a pool of water with Cheep-Cheep that can flip. Drop down to the bottom and you'll find a chest with the Water Tablet. Get out of the water and go through the door. The Floro Sapiens go through a pipe that is covered with a large yellow block. Go left and you'll find Clubbas. Flip behind the blocks for a switch that draws in a hill under the door.

Go through the door and you'll find more Pokeys and a Rawbus. There's also a Tech Cursya, which prevents you from using a hero's special abilities, so Mario can't flip if cursed. Flip in the area where you find the Tech Cursya and you'll find many item blocks, as well as a path. Drop down and have Bowser breathe fire on the flame-shaped rock to make the Fire Tablet appear. Go back up and get the items from the item blocks. There's a Slow Flower, Fast Flower, Happy Flower, Ghoul Shroom, Zombie Shroom, and some Pal Pills. I also encountered a Megabite, a flying skull with 4 HP and 1 attack. They only take 1 HP per hit, but fly off eventually. Go back to the left and use Fleep on the Space Rift to make a switch appear. Hit it to draw some rocks in so you can go back the way you came.

Go to the right and you'll find two invisible blocks over some item blocks. Both invisible blocks contain Mushrooms. Cross the gap and go through the door and someone says they've showed at last. It's O'Chunks, complaining that he hasn't been made to wait like that since a girl stood him up. He accuses the heroes of doing that to try to break his concentration, which he considers cheating. He won't fall for it. Tippi calls him misguided, which O'Chunks says isn't even a real word. Tippi tells him to step aside as this battle will end the same way as the first. O'Chunks wants an apology written with their faces. Dimentio sends his greetings, saying they meet again like two large, hairy Vikings on a storm-tossed schooner. O'Chunks says he doesn't need Dimentio's help and that Dimentio will only get in the way. Dimentio insists he won't be a hindrance and is only here because he has an acquaintance in this world. He dropped in to say hello and thought his magic could aid in the fight. He sends them to a new dimension and leaves them to fight to their hearts' content. O'Chunks has 40 HP and 2 attack. Pick him up with Thoreau and throw him, then stomp. Throw him into a corner so you can better combo stomp him. He has a spinning attack and can also charge at you. Once you defeat him, you return to the Gap of Crag.

He says being beaten twice is too much to bear and he can't show his face to the count. He asks them to put him out of his misery. His only regret was not confessing his love to that girl, but says that's not the way brave warriors talk when the time comes. He orders them to end his game. Dimentio reappears, asking how things are going. O'Chunks says that this is important and wants some privacy. Dimentio says O'Chunk's honor must be satisfied, so he asks him to humor him for a little. Dimentio thinks it's something O'Chunks would enjoy and asks him to try it out. O'Chunks calls him a crazed loon, saying this isn't the time for it. Dimentio asks if this isn't the time for something that would aid Count Bleck. O'Chunks says if it's for the count, that changes things. He agrees and says he's letting the heroes off easy and that they should work on their skills. Tippi asks what happened to him not showing his face to the count. O'Chunks lives for the count and couldn't end his game without the count's express permission. O'Chunks is all brawn and no brain and his past means nothing. The only thing that matters is Count Bleck's future. Dimentio and O'Chunks leave.

To the right is a rock. Flip into 3D and you'll see the rock is shaped like Yoshi. Run around it in a circle to make the Stone Tablet appear on the rock's nose. You'll have to be in 3D to get it. Go back through the door and climb the tall rock, then the blocks high into the sky. Jump from the top block to hit an invisible block with a ladder. Climb the ladder, then, while standing on the blocks at the top of the ladder, flip to reach the blocks above it. Up here are places for the tablets. Place them in the following arrangement: Stone, Water, Fire. There's some shaking and someone says, "Hey yo!" It's time to get funky again. It's a hammer-shaped Pixl. It's not getting a response from the heroes, so it asks if they're ignoring it or was that a "Yes"? It then begs, "PLEASE TALK TO ME!" Agree to talk to it and it says it's been a while since it heard voices or talked. It says you must tell people how you feel or they won't know and you must talk or no one hears. It asks for the hero's motto. Enter your favorite word. It thinks it's a good word, then flies up and shouts it to the world. It feels like it knows them now and calls it inspiring. It hasn't felt like this in while and it's like when it became a Pixl. It'll stick around with the heroes. His name is Cudge, the hammer Pixl. Swing Cudge for some serious damage, which allows you to break things like giant yellow blocks. Cudge says he has lots of pent-up energy.

Drop down to the right and break the giant yellow block. This makes the pipe reappear. It leads to a cave. Float to the right and flip to find a chest with a Stone Buzzy card. Drop down to the star.

Sunday, August 24, 2014

Super Paper Mario -- Chapter 5-1: Downtown of Crag

Still worried about Tippi's condition, Mario and friends opened the fifth door. They still need to find three Pure Hearts... But the imminent destruction of the world was approaching at an alarming pace. Would Mario have enough time to save the day? And what foul trick would Count Bleck and his goons come up with next? This adventure grew more dangerous... and more thrilling... with every step.

This world is filled with rocks and mountains. People appear below and the door appears in midair. Tippi says the view from midair is nice, but she can't see the Pure Heart. She suddenly realizes that they're in midair and gravity kicks in. The people below sing to Big Rock Who Watches. They are the Cragnons and they need help. They ask Big Rock Who Watches to hook them up. The heroes land before them. Tippi asks if they're alright. One Cragnon asks if the other saw a person fall out of the sky. The Cragnons think the hero has a funny shape and may be sent down from Big Rock Who Watches. They carry off the heroes, while Tippi tells them in vain to stop.

The heroes are taken to the house of the chief, Marbald. Tippi asks what the Cragnons are and where they are. The chief says they are in the land of Cragnons, who are in danger. He says freak plant-people that a nerd Cragnon named the Floro Sapiens came and kidnapped many Cragnons. The Cragnons were peaceful, but he says the Floro Sapiens didn't give peace a chance. They sent out a rescue team, but even they need rescuing. Marbald has no idea how to save his people and if they aren't saved, the Cragnons will go extinct. He wants them to hook them up by saving the kidnapped Cragnons and pruning the Floro Sapiens. The heroes agree to help. A Cragnon enters, saying King Croacus has returns and more village Cragnons have been kidnapped.

Leave Marbald's house to enter Downtown of Crag. The other villagers are afraid and won't open their doors. Walk to the right to leave town and a Floro Sapien walks up, saying it hasn't seen anyone like them before. He thinks they may be a rare breed of Cragnon and King Croacus would be happy to have a rare breed of Cragnon be his Pure Heart polisher. Floro Sapiens attack by throwing their heads. Stomp on the stalks to defeat them. You can also repel the head with Barry and it will fly back and hit them and anyone behind it. Tippi says they must find the Floro Sapien's leader to find the Pure Heart. Someone calls for help. Floro Sapiens are carrying Cragnons off through the door. Go through the door and back and the villagers will appear. One of them is standing on the rock over the water, saying that the Cragnons throw their trash into the river to make it go away and return to nature. They say not to waste trash.

Go through the door and the Floro Sapiens run to the left. There are Bony Beetles here, as well as a Back Cursya, which will take you back to Flipside instantly. There are also Putrid Piranhas, who have poison breath. Moon Clefts are also here. They have high defense which drops to zero when they're flipped over. Boomer is very effective against them. Go through the pipe on the right to find Shlorps. They have 3 attack and will be defeated if they eat Boomer a couple of times. Defeat them to make a chest appear with a Bowser (2) card. Return and go left. The item block has a Happy Flower. Go to the top of the hill, then drop left down to the bottom. Flip for a chest with a Moon Cleft card. Go back up the hill and float across the top. On the other side are three blocks. Hit them in the following order: left, right, middle. This makes a pipe appear.

Go through the pipe and you'll see the Floro Sapiens still carrying off some Cragnons in the background. There are many Muths here, woolly mammoth-like creatures with 100 HP and 5 attack. They'll charge at you. The best way to attack them is with Bowser's flames, but you can stomp them for bonus stylish points. They may drop Bone-in Cuts. At the end are three blocks. The order you have to hit the blocks is much more complicated: middle, right, left, left right, middle, right, left, right, right, middle, right, right, left, middle, middle, left, left, left, right, left, left, left, middle, middle. This makes a pipe to the background appear. Walk to the right behind the rock to find a pipe to the foreground, where you'll find the star.

Saturday, August 23, 2014

Super Paper Mario -- Interlude After Chapter 4

In Castle Bleck, all of the minions have gathered. Nastasia introduces Mr. L, a new minion from a key competitor. Mr. L's not impressed with the minion quality here and says the other minions were trounced because they were "Junior" quality. This enrages O'Chunks, who says he'll introduce Mr. L to Fist Jr. and his pal Slappie. Mimi says Mr. L was soundly defeated, so maybe he's "Junior" quality. Mr. L says he was scouting his target and that he'll win next time. The heroes shall know the fury of the Green Thunder, but in the meantime, Brobot needs repairs and modifications. He leaves, saying "L-ater!" Though the mad in red shall wield formidable powers, one shall stand against him. The man in green shall use the Chaos Heart's power to bring darkness to all. Bleh heh heh heh heh... So it is written in the Dark Prognosticus," says Count Bleck. Dimentio asks if the "man in green" the prophecy mentioned is the new minion, Mr. L. O'Chunks thinks that makes no sense. "Calm yourself, O'Chunks. Make ready. Count Bleck is sending you on a new mission." This makes more sense to O'Chunks, who says the hero has a hot date with his feet. He leaves. Dimentio calls O'Chunks hot-blooded, which may be something to be admired. He leaves as well. Mimi's upset that she doesn't get to participate this time and leaves.

Nastasia hates to seem like a whistleblower, but trails off saying something about O'Chunks possibly being inadequate. She thinks the other minions may not be up to the task as well. She thinks the hero will collect the Pure Hearts and come here to deal with Count Bleck. "Bleh heh heh heh heh... All is according to plan, Count Bleck assures you." Nastasia says it's strange that Count Bleck was made to destroy the universe, as no one ever cherished it like he once did. "That's quite enough, Nastasia." Nastasia mumbles about something she could have done. "You'd what?" asked Count Bleck. She says things would have been different if only she could have been that girl. Count Bleck shakes his head, saying, "She cannot be replaced. You could never hope to do so, Nastasia."Nastasia apologizes, saying the thought just slipped out. "To be sure... She is gone... Gone from all worlds, never to return..." He leaves and Nastasia lowers her head in disappointment.

We now return to the serial drama of Timpani and Blumiere.
Timpani: What... What are you thinking? There's no possible way... No one would allow it!
Blumiere: If we can't be happy here, we must leave for a place that will accept our love.
Timpani: But, Blumiere, is there such a place? Think... I can't bear to see you hurt again.
Blumiere: If our love has no home... let us spend our lives searching together! So I beg of you again... Timpani, marry me! I promise I will make you happy.
Timpani: You... just won't give up, will you? Of all the crazy... stubborn... foolish men...
Blumiere: Timapni, answer me, please!
Timpani: Blumiere, I love you. Take me away. Take me to a world where we can be happy.

Back in Flipside, Tippi calls the five Pure Hearts they have quite a collection. Bowser says they can't go wrong with the king of all evil on their side. Tippi is grateful and says they owe Squirps. Peach says there's something different about Tippi recently, saying she's more cheerful, which is a nice change. Tippi says she's feeling really good ever since they saved her from Francis and could hang around Mario forever. Merlon asks if they found the Pure Heart in space. Tippi is about to answer, but suddenly flashes, and, in pain, falls to the ground, twitching.

Merlon brings everyone to his house, concerned that Tippi may not maintain her Pixl form much longer. Noting their confusion, he explains that Tippi was not always a Pixl. He found her in her true form, exhausted, barely alive, cursed to wander through dimensions forever. Merlon took a desperate measure and used his ancestors' magic to transform her soul into a Pixl. Tippi lost her memory and Merlon had no idea who she was or where she was from, but knew she was not there by chance. The ground shakes and Merlon says The Void is growing larger and such tremors are common. The situation grows more dire. Merlon wonders if the Light Prognosticus's events really forestall the foretold doom. He'll watch over Tippi while the heroes find the Heart Pillar.

Go to the first floor of Flipside and flip to go to the back area, where the card shop is. Flip the Space Rift on the wall for a switch that reveals a doorway. Flip to go through it and you'll reach the entrance to Mirror Hall. In here are eight switches and stained glass windows of the Ancients. Hit each switch only once, in whatever order. The mirror shatters allowing you to flip through the doorway. Go out through the other door.

The music here is an octave lower. This place looks like a mirror image of Flipside. Flip to leave the Mirror Hall, then flip to go through the left side of the wall. Go into the house on the left side and flip to find Cooking Disk Y on the table. Go up to the second floor and you'll find Merlon wearing a gray robe. He welcomes them, saying he knew they would come eventually. He explains that they are no longer in Flipside because they flip-flopped sides. They are now in Flopside. Because of this, he is not the Merlon they know, but an entirely different version. They can call him Nolrem. The story here was always of two towns, but only he and Merlon know that the other town exists. He says there's a front and a back to all things.

Flopside is similar to Flipside, but its residents seem a little more laid-back and carefree. Flip on the second floor to find Welderberg. He'll charge 300 coins to build a pipe connecting the second floors of Flipside and Flopside. It's a good idea. Go up to the third floor and you'll find a Heart Pillar to the right. This makes a light blue door appear on Flipside Tower. Nolrem delivers a message from Merlon, saying Tippi has been revived and they're waiting on Flipside Tower. Go over there and Tippi says she's feeling better and wants to continue on in the adventure. She says there's no time to stay in bed and she wants to be near Mario. Merlon will not hold her back, as the heroes need the knowledge she possesses. He bids the heroes to take care of her.

Friday, August 22, 2014

Super Paper Mario -- Chapter 4-4: The Mysterious Mr. L

Mario and his friends took the Space Byway and merged into the Whoa Zone. Known to some as the Space Graveyard, it was said to consume all who entered it. "Just a little bit longer... We'll be arriving soon," said young Squirps. With his unblinking eyes glimmering, Squirps continued to forge onward. Would Mario and his friends get their hands on the Pure Heart at long last?

In the Whoa Zone, Squirps scurries on ahead. He says to follow him when they can. It's a super-complicated maze, so you'll need to pay attention. He'll meet them at the Pure Heart. Tippi can't believe he left them, but feels the Pure Heart. Go through the door. You'll find Tileoid Ys, which move quickly, and Tileoid Rs, which have more HP, here. The item block contains a Happy Flower. Go right and you'll find an item block with a Mushroom. Stand on the upper platform and flip. You'll find a door only visible in 3D. There are a few more like it in the Whoa Zone.

The door leads to a room with a Slow Flower in an item block and Pigarithms. They move from side to side. Hit them three times to defeat them, but after each hit, they move faster. Defeating them will give you many coins. Float to the left side for a door. There's a Barribad here, an enemy that creates a barrier around itself. Flip to get around the barrier and defeat it. The chest next to it contains a Dimension Key. Go back to where the Happy Flower was and go through door in 2D. You'll find more Pigarithms here. Flip to find some stairs. At the top of the stairs is a locked door. Unlock it.

The door leads to a room where you'll be walking on the ceiling. Walk to the right and go through the other door on the ceiling. The door leads to you to the left wall. Go up the wall, using Peach to float across the gap. Go past the first door you see and go through the door near the ceiling. On the other side of the door, you'll be right-side up. Go down the stairs and flip to go behind them. Drop down to the lower level and hit the arrow block to end up upside-down. This will allow you to go through the door. This leads to a room with a door visible only in 3D. You'll be upside down in this room as well. Go through the door and you'll find a locked door that's right side up and a hidden pipe you can't reach. On the ceiling is a chest with a Dimension Key.

Go back to the room where you're standing on the left wall. Go through the middle door this time. This will take you to the room's right wall. Walk down the wall to a lower door. This takes you to the room with the chest on the ceiling, locked door, and hidden pipe. Flip to reach the pipe, which leads to a room with coins and a coin block. Unlock the locked door. It leads to a room with an arrow block. Hit it, then go to the right. Use Tippi's power to find an invisible door in the corner.

The door leads to a room where the arrow block allows you to rotate 90 degrees in a clockwise fashion. Hit it to go to the left wall. Go up the wall to reach another arrow block. Hit it twice: once while on the left wall, and again when on the ceiling. On the right wall, go down to reach a door. The door leads to the left wall of a different room. Run down the wall to reach a door that leads to the floor. There are some item blocks with Super Shrooms and a Zombie Shroom. The other door on the floor leads to the ceiling. Walk to the left on the ceiling for a chest with a Dimension Key. Go back to the room with the rotating arrow blocks. Go through the door on the ceiling. It leads to a room with a Save Block and a locked door.

On the other side of the door, Squirps calls them slowpokes. He was tired of waiting and almost gave up on them. He says the Pure Heart is ahead. Someone says that Squirps did well and is a smart kid. Squirps is embarrassed, but wonders who said that. A masked man in a green cap with a backwards "L" and black clothes drops in and lands on his head. Tippi asks who he is and he introduces himself as one of Count Bleck's more promising minions, the Green Thunder, Mr. L. He spins and poses with his arms in an "L" shape. He knows it's a cool name. He'll give the heroes a burial in space. Mr. L has 40 HP and 3 attack. He can use a high jump attack and a super jump attack. The easiest way to defeat him is to stand still and use Barry every time he gets close. He'll use Shroom Shakes to heal. Use Thoreau to grab them to keep him from healing and add them to your inventory. Once defeated, he says he's impressed. He then summons his metal bro, which rips through the wall. It's a robot shaped like Mr. L's head and he calls it Brobot. He says they have a spiritual bond. The gravitational laws of space allow for the full realization of Brobot's potential. Everyone goes into space. Brobot will shoot missiles and try to inhale and chew up the heroes. It also shoots beams. Squirps becomes your weapon again. There are many bars floating around that act as power-ups. They can increase your speed, create two Squirps, increase your power, and allow you to shoot missiles. Keep attacking Brobot, but also keep moving. Once you defeat Brobot, Mr. L says that doesn't make any sense. He lets the heroes off the hook for the rest of the day. Fortune will smile on him next. He leaves, and leaves the heroes finding him familiar.

Squirps appears, saying that was awful. They have to pull together, as the Pure Heart is just ahead. Go through the door and you'll hear Squirps talking to his mother. He says he brought the heroes here. He's talking to a statue of his mother, the Queen of Squirpia, Squirpina XIV. Squirps is the princess of the once-great Squirpia kingdom and his full name is Squirp Korogaline Squirpina. He couldn't tell the heroes any of that as it would make him a target. His mother told him destruction would comes to the world and they needed the Pure Heart to protect them. They hid it in the Whoa Zone 1,500 years ago where no one would find it. Squirps was placed in a hibernation capsule and was meant to bring the hero here to protect the world. He delivers a message from the queen, bestowing the Pure Heart in the hopes that the hero will save the world. He gives them the light blue Pure Heart and the Pixls dance.

End Of Chapter
"Phew! Now that Squirps is all relaxed, Squirps feels kinda... tired..." said Squirps. And with that, Squirps lay down before the statue of his beloved mother. "Mother..." he said, his voice soft. "I did my best, right? Are you... proud... of me?" Then... slowly... young Squirps closed his eyes... The mission had weighed heaving on his tiny back and he was proud to fulfill it.

Thursday, August 21, 2014

Super Paper Mario -- Chapter 4-3: The Gates of Space

Mario and friends headed to the Space Bypass in search of the Pure Heart. How did Squirps know about this secret route? Our heroes stared suspiciously at him. "Why are you staring like that?" said Squirps. "Are you falling for Squirps?!" In the darkness of space, the eyes of Squirps glinted mischievously...

Back in space, Squirps says that this is the Space Bypass, which allows them to enter the Whoa Zone. Tippi demands answers. Squirps says the Whoa Zone is a prohibited zone that some call the "Space Graveyard". It's a complicated maze and those who enter never leave. The Pure Heart is supposedly at the back of the maze. Tippi asks how he knows this and who he is, calling him an incontinent little imp. Squirps's stomach growls. He's hungry, so he tells the heroes to quickly find the entrance.

This part of space is called The Outer Limits. Flip behind the brick blocks for a shooting star. There are spinning rectangles called Hedrons. They are indestructible and hurt you if you come into contact with them. There's a Mushroom in the item block. Flip the red "X" to make a gate appear. There's a Squirps-shaped hole in the gate. Squirps wants to be squished into the hole. Help him out and a door appears. This is one of the space gates that leads to the Whoa Zone. You'll find another one through the door, but this gate has two holes. Save using the nearby Save Block, then go through the warp on the right.

The warp leads to a large area of space with many blue warps. There's a Ghost Shroom behind some brick blocks and if you swim up, you'll find a Catch Card SP. There's a warp high up, on the right. Go through it and you'll find a shop called Twinkle Mart. The shop's clerk says they're the first customer since the store opened. Twinkle Mart sells three kinds of chocolate bars. Get what you like for yourself, but get a Sweet Choco-bar at the minimum. Warp back. Go through the warp on the far left twice to find an area with rings of coins, then return to the gate using the purple warp. Squirps wants to be twisted into the hole this time. The gate shakes, but nothing happens. Squirps says he needs to eat something yummy. Give him the Sweet Choco-bar. Squirps says he's a gourmand when it comes to chocolate, so he doubts he'll like the cheapest chocolate bar. He ends up loving it and splitting in two. The two Squirps fit in both holes, making the door appear. After the door appears, they reform into a singular unit. Squirps says he got carried away. Go through the door to the star.

Wednesday, August 20, 2014

Super Paper Mario -- Chapter 4-2: A Paper Emergency

Mario and the gang cruised through space, led by the young alien named Squirps. What kind of creature was it, anyway? And what was with those weird noises? Whenever confronted with a question, it would say, "Squirps is Squirps, SQUAAK!" All they could do was trust that he knew where the Pure Heart was and follow him.. They were doing just that when something appeared ahead of them. It was a teeny-tiny planet...

Tippi mentions that this planet, Planet Blobule, is on the small side. She asks where Squirps is taking them. Squirps says the entrance to the Space Byway, a shortcut to the Pure Heart, is here. Tippi asks where the entrance is and Squirps says he forgot. Everyone falls on their face. Bowser knew something was off. Squirps reassures them that everything's fine and that there should be some clues around here. Suddenly, Squirps says he has to go to the bathroom and runs off. Tippi suggests they look for clues.

Planet Blobule has lower gravity than other worlds, so you can jump much higher. Go right to find Squirps standing outside a portable toilet. He says it's occupied and whoever's in there won't come out. Knock on the door and someone starts singing. They've been sitting there, waiting for them. They arrived 100 years ago and have been in there ever since because there is no toilet paper. They ask for any piece of paper.

Since the heroes don't have any paper, head to the right. There are rectangular enemies called Longators, who stretch their necks to attack. To the right, on the other side of the hill is a locked door. Flip to find some coins behind a hill. You'll come across a deep valley you can't get out of to the right. Flip to reveal steps in the hill. At the top, you'll find two mustached statues with a crack in the sky. It's called a Space Rift. Drop down to the right and flip for an Ultra Shroom Shake. The nearby brick block is actually a coin block. Go up and to the right and have Boomer blow up the brick blocks in front of the door.

There's a Save Block on the other side of the door. Jump to the right, then flip and use Slim to get past the hill. The item block on the other side contains a Happy Flower. You'll also find blue spring enemies called Boing-Oings. When you hit them, they split into 3 smaller versions. Go up and left for a switch. This makes blocks appear so you can come back here more easily. To the right, you'll find helicopter-like enemies called Choppas. Go up and over the gap. There are some green doors in the area. They are the front doors to the houses of aliens living on the planet. The one that lives here says to talk to the elder about the treasure. Keep going right and you'll find a brick block with Pal Pills. Up and above is a pipe that leads to an area with many coins. Flip for more. Drop down to the right for a door.

You'll find Hooligons in this area, snakes made of squares. Their heads are their weak points, but they'll lose squares off their tail if they're hit on their tail. In the item blocks, you'll find a Fast Flower and a Slow Flower. The alien door leads to another residents house. Keep going to the right and flip for a hole in the rock wall. There's a Zombie Shroom in an item block. Go through the door and you'll find item blocks with a Super Shroom and Mega Star. Use the Mega Star to clear out the Beepboxers and Fuzzies. Go through the door and you'll find more Beepboxers. They'll shoot sound waves at you. Ice Cherbils are also here. Flip behind a pipe for some Space Food. At the end, on some blocks, is a third alien door. The elder lives here. His name is Blappy and he's a 72 year-old explorer. He hunted the big treasure of space. He found a clue in some space ruins. He offers the clue for 1,000 coins. Refuse and he offers it for 100 coins. Refuse and he offers it for 10 coins. Accept the offer. He hands over the Ancient Clue, which says, "By rock man's noggin, when outer space is reversed, the door secret hides".

Take the Ancient Clue back to the portable toilet and hand it over to the occupant. Fleep, the occupant, says it has awaited the paper and flushes it. Fleep, a rectangular Pixl with a tail, leaves and Squirps goes into the portable toilet. Fleep is feeling relief and calls it a miracle. He's feeling good. He asks who brings him happiness. Fleep says Pixls are helpful, but they don't choose their masters. He has a passion to be used for something, so he waited here. He joins the party, allowing you to turn over sections of the screen. Something may be hiding there. Fleep says on the back side of sad is happy, which they will find together. Squirps leaves the portable toilet, so they can leave. Go over to the mustached statue with the Space Rift. Use Fleep on it by pressing (1), moving Fleep where you want to flip the screen, and press (1) again. A Door Key will drop down. Pick it up and go to the locked door to the left. It leads to an area with Fuzzies and the star.

Tuesday, August 19, 2014

Super Paper Mario -- Chapter 4-1: Into Outer Space

Through the fierce battle against Francis, Tippi and the Mario gang grew closer. Behind a fourth door lay a whole new world that beckoned to them both. What awaited was vaster and stranger than anything they'd encountered so far. In order to claim the Pure Heart, they would have to endure new, far-out trials...

Stars are drawn in to reveal space. Tippi mentions they're in outer space and the hero flails. Tippi notices that space lacks air, which the heroes need. Tippi panics and tries to think of a way out. They flash out of space and back to Flipside. Tippi tells them to wake up and is thankful they're alright. She doesn't know how she got them out of there, as it just happened. She says to ask Merlon about dealing with space.

Go into Merlon's house and he's impressed that they're back so soon. Tippi explains that the door led to space and Merlon calls that an unwelcome surprise. Tippi asks what they can do, as none of the heroes can breathe in space. Merlon says they need a space helmet, but he doesn't have one. He has something like one, which should suffice, but he cleaned out his shelves earlier and gave it to a boy in Flipside who should have it. They should talk to the boy to get it back.

Go to the third floor of Flipside and you'll see a boy with a fishbowl and a fish. He says Merlon gave it to him because Captain Gills outgrew the cup he was keeping him in. Now even the fishbowl is too small. He asks the heroes to find a place to set the Captain free, then they can have the fishbowl. Go to B1 of Flipside and walk right to the channel of water. Release Captain Gills and the fishbowl will be empty and ready to use as a space helmet.

Go through the green door again and put on the space helmet. Press (A) to swim around in space. You can go up and down, left and right. In 3D, you can only go left and right and forwards and backwards, not up and down, so if there's something you want to interact with in 3D, line yourself up vertically in 2D.

Something is sending out an SOS. Find where the SOS is coming from, then use Tippi's power to reveal a spaceship hidden in a sparkly area. It shakes and reveals a small, green creature. It greets the heroes and Tippi asks who it is, wondering if it's some sort of alien. It asks if they're looking for the Pure Heart, saying they're cuter than it thought. Tippi asks how it knows about the Pure Heart. It introduces itself is Squirps and will now be their captain. They will work together to reach the Pure Herat. Tippi wants an explanation, but Squirps can't tell them much, so they must trust him and follow him. Tippi disagrees, but Squirps says they must heed their captain, as they are space grunts. He says they will "squarp" to the Pure Heart. It's like warping, but he invented it. He needs energy to "squarp", so hold (A) to build up enough power and release (A). Squirps unleashes a burst of energy that creates a hole. Go through it to reach another part of space. Squirps says they're nowhere near the Pure Heart and that they didn't give him enough power. For now, they must space-swim. He'll provide some offense, so press (2) when you want to shoot enemies with the Squirps Squirt Beam.

In space, you'll encounter Jelliens, orange jellyfish-like enemies. They have 4 HP and 2 attack. You'll also find green and purple enemies with blue particles orbiting them. They are Fotons and there's a card of them behind one of the rocks. They have 8 HP and 2 attack. Go through either the right or the left warp, then go through the far right warp. Behind a rock, you'll find a card for a Warpid, an enemy of pure energy that warps through space. They are circular enemies with wavy energy lines surrounding them. They have 10 HP and 2 attack and will pursue you if they see you. Go to the warp on the left. You'll find a mushroom constellation in the background. Flip to find a warp behind a rock. It takes you to the background where there's a pipe. Go through it to find an area with many coins. Flip to find more. Return to the foreground and go right for the star.

Monday, August 18, 2014

Super Paper Mario -- Interlude After Chapter 3

In Castle Bleck, all of Bleck's minions are present. Dimentio explains how he was defeated by the heroes, saying that they're very strong. He thinks they may be able to defy the prophecy. "Spare Count Bleck your theatrics. The Light Prognosticus is false. The Dark Prognosticus holds the answer to eliminating heroes that rise to stop us." Dimentio says it's the first time he's heard something like that and wants more information. "Bleh heh heh heh heh... In due time, Dimentio. In due time. Oh, Nastasia? It's time we set "him" on these pests." Nastasia says she'll take care of that. "Lovely, exclaimed Count Bleck. Return to your posts, my dear minions." The minions hail him and leave. Nastasia mumbles something. "Does something trouble you, Nastasia?" She says there's still time for him to change his mind. "That is enough, Nastasia. We've already come this far, so we shall forge on! But you needn't stay by Count Bleck's side. You can depart with my blessing." She says she'll stay until her game end, as her life was sworn to him since the day he saved her. "If that pleases you..." Both of the leave. Someone says that Nastasia and Count Bleck have such deep conversations. It's Dimentio, wondering what the count is playing at. In the meanwhile, he'll attend to his own projects.

We now return to the story of Timpani and Blumiere.
Blumiere: Timpani, why? Why do you avoid me?
Timpani: Ow... OW! Unhand me!
Blumiere: Huh? You're crying! Why? Timpani, you must tell me what has happened!
Timpani: It's nothing... Don't worry about it... Just forget it...
Blumiere: Oh no... Timpani, is my father behind this?
Timpani: I'm... I'm just an ordinary girl. No matter how much I love you, we must part.
Blumiere: Timpani... I...
Timpani: This is good-bye, Blumiere. There's no other choice. This is our fate...

The heroes return to Flipside through the yellow door. Tippi says things were weird for a while, but they got through it okay. She apologizes, saying what happened was her fault and thanks them. Bowser says she can thank him by staying out of his way. Peach wonders if Bowser is their third hero. Merlon, who has been waiting for them, asks if they found the next Pure Heart. Mario explains that it appeared when they saved Tippi. Merlon finds this interesting, explaining that Fort Francis once was a dwelling of the ancients. He says his ancestors roamed far and wide in their dimensional travels. He quotes the Light Prognosticus, which says that in a castle beyond a great sea, they hid a Pure Heart and sealed it. The seal can only be broken by a powerful pulse of love and trust. Peach thinks they found the Pure Heart because Tippi began to trust them. Merlon says they now have three heroes, but he does not know the identity of the fourth. He'll keep searching. Bowser says with him, they don't need anyone else. Merlon's happy Bowser will help protect the group, when The Void expands. Their time grows ever shorter. Tippi says they must find the next Heart Pillar and Merlon says he'll keep searching through the Light Prognosticus.

Before finding the next Heart Pillar, go back through the yellow door to 3-1. Check the shrub to make the Pixl appear again. He asks if they want to hear the tips again. Tippi says it's not necessary, since she has been saved. He can't believe they defeated Francis, which is huge news. He's glad to have helped, but since there's not need to stay here and give out tips, he has nothing to do now. He decides to join the party, like it or not. He's Barry, who'll create a spiky barrier around the heroes, which can damage enemies and block attacks. Return to Flipside.

Go to the second floor outskirts and you'll find posts to pound with Thudley. Flip to see which posts should be up and which should be down. They should be down, up, down, up, down. This makes a Heart Pillar appear. Place the green Pure Heart in the Heart Pillar and a green door appears on Flipside Tower.

Sunday, August 17, 2014

Super Paper Mario -- Chapter 3-4: The Battle of Fort Francis

Mario, Peach, and Bowser had scaled the tree and defeated Dimentio. The exhausted heroes were relieved to finally see the ivory towers of Fort Francis. Was Tippi safe? Was the next Pure Heart really waiting for them ahead? Their only answers were the strange voices carried on the wind from inside the fort...

Outside Fort Francis, Bowser asks if this is where the dweeb Francis lives and what his castle has over his. Peach is worried about Tippi. Inside the fort, Tippi is being held in a cage and Francis is photographing her. He calls her "hi-technical" and says she's an undiscovered digibutterfly species. He must document her and tells her to shake her thorax. Tippi calls to Mario. The digibutter.nerr forum will be jealous when he posts the pictures.

The door to Fort Francis is locked. The sign says no entry into Fort Francis unless you're a super genius or a hot girl. Flip and you'll see a pipe hidden behind a small wall. Pick up a block with Thoreau and hit the switch with it to get a Fort Key. Use it to unlock the door. On the inside is a Save Block and another door. I will now you the fast way to get through the fort. Flip in this hallway. There's a space between the door and the wall so you can go behind the door. There's a pipe back here. Go through it to the fort's basement. Flip to find flip blocks near the long row of spikes. Use these to reach a ledge so you can go over the spikes. Check out the writing on the wall. It says, "For room on right: 2323. For room on left: 2828." Keep that in mind. On the other side of the spikes is a cage with a Pixl. Pound the nearby switch with Thudley to open the cage. The funky music starts playing. The Pixl thanks them for freeing her. She's been shut in the cage forever and wants to repay the heroes. First, it wants to see if they are on the same page as her. She asks what their first impression of Francis was: greenish/ nerdy/ awesome. Next, she asks if anything else about him caught their eye. He's: a photo fanatic/ into butterflies/ irresistible. Finally, she asks what they think about him. He's a: monster/ tech geek/ stallion. Regardless of what answers you pick, she'll agree with you, even if you call Francis an "awesome, irresistible stallion". She says they'll work together perfectly and joins. This is Carrie. She folds up into a box and allows the heroes to move around faster and cross spikes and other hazards safely. Go left over the spikes and back through the pipe.

Go through the door and you'll find some of Francis's Meowmaids, robotic servants that ensure Francis enjoys a relatively stress-free fanboy lifestyle. They remove commercial breaks from his television shows, organize his comics, tell him when various items on his wish list can be purchased, and secure the fort. There's a cat-shaped door in the middle of the room. Look through the keyholes and you'll see Francis photographing Tippi. Go through the door on the right. Flip to find some gray stairs leading up. At the top of the stairs is a Surprisemeow, that shoots Meowbombs. Flip to avoid them and go through the door.

The door leads to a room where there are two doors hanging from the wall. Pound the ground underneath them with Thudley to make them drop. These are the left and right rooms the note in the basement speak of. If you did this the normal way, you can only go through the left door and make any progress. Once you have Carrie, both doors are at your disposal. Go through the left door and flip to find a gray platform. Stand on it, then jump and hover with Peach to the right. Flip to find stairs and a door. There are robots here called Airmeows. They will dive-bomb you. Pick one up with Thoreau and use it to hit the switch. A large bridge will appear to another tower. Go through the door on the other side and you'll find a Securimeow. It guards the door to a private room and has True/False security questions to verify identity. All of the questions should be answered True:
1. Videogame soundtracks are totally hi-technical.
2. Episode 127 of "The Grodus Chronicles" is pretty much the schweetest thing ever.
3. One day, I will own all of the "Starship X-Naut" Series 3 collectible action figures.
After this, enter the passcode 2828. If you get it wrong, a trapdoor will open and you'll fall into a room where there is a Chomp and a block to use to hit a switch. Stand on the switch as well to make a pipe appear. When you go through the door, you'll see part of Francis's collection, which includes many things related to Paper Mario: The Thousand Year Door and some from Paper Mario. There's a Bigmeow patrolling the room. Bounce off of it to reach the chest on the shelf. It contains a Fort Key. The item block contains a Mushroom.

Go through the right door and use Carrie to cross the spikes. The door at the end leads to another Securimeow. It has more security questions that must be answered "True".
1. Starship X-Nauts comics are never to be removed from their plastic sleeves.
2. Role-playing games should be no less than 180 hours long, not counting sidequests.
3. Fanny packs are both practical and stylish.
Enter the code 2323 and the door to the elevator to the secret lair opens. There's a Super Shroom in the item block and more collectibles in the room. Jump off the Bigmeow to reach the chest with another Fort Key.

Return downstairs and save. Place the keys in the cat-door's keyholes, then switch to Peach. Check out the door and it says only Francis and hot girls are allowed inside the room. Being Bowser or Mario when this happens will make the door shoot lasers when this happens. The door will ask questions to check Peach's compatibility with Francis before letting her through. They should all be answered "True".
1. Videogames and hot babes are totally hi-technical.
2. If it's limited edition, buy it!
3. I have bought games that I have never played.
4. If it's got fierce giant robot on giant robot combat, it's an insta-buy!
5. They're NOT DOLLS, they're ACTION FIGURES WITH REAL FIRE-PUNCHING ACTION!
6. I have dumped a friend over an argument about Starship X-Naut propulsion technology.
7. A schweet cover illustration is way more important than the storyline.
8. Never pull the top copy from a pile of comics. Find the mint-condition one.
9. My first love was an anime character.
10. I love going on message boards and complaining about games I've never played.

After that, the door opens. Francis is startled, asking who is sneaking into his room and why. Peach says she's been looking all over for him. Francis starts freaking out that there's a hot girl in the room, which is, somehow, "hi-technical". He's too excited and he's started sweating. He can't talk to girls, so he gets out his laptop from his fanny pack and boots up "swoon.exe" and activates the "Nerr2Babe" interface mod with real-time wooing.

The interface boots up and Francis welcomes Peach to his castle. Peach is confused. He says he boots up the interface when it's time to talk to the ladies and it's time for the program to work its magic. He first asks her name. Any of the options work. His passion levels up. He looks at her, complimenting her on being cute like a princess from an anime or videogame. Her feistiness adds to her charm. Pick an option, and his passion will level up, and possibly his ego. He decides to give her a Pink Princess signed poster. Again, select an option that looks interesting. Francis starts talking about the future, saying they are destined to be together and get married. After choosing a selection, Peach asks who's choosing the answers for her, as she's not marrying this dork. She shouldn't be having this conversation in the first place and is here to save Tippi. Francis sifts through the program's options, not finding a Tippi command. Peach has had enough and uses Boomer. Francis calls out in despair about his graphics card. He says that was the only known copy of the Nerr2Babe patch, which is now gone forever. He probably should've made a copy or backed it up. He says real girls are scary.

Tippi notices Peach. She was worried and asks if she's here to save her. Francis understands now that Peach raided his fortress to steal Francine, but he won't let her. (He came up with the name on his own.) He thought it was weird that she could talk, but the forum's reaction was that she was hi-technical. She's also his only offline friend. The cage lowers and Francis says they'll feel the wrath of the jilted X-Naut in the season finale of "The Grodus Chronicles". Feel free to switch characters. As a chameleon, Francis can appear and disappear at will. He'll quickly disappear after launching an attack, so listen for him to appear and attack quickly. He'll use the bright flash of his camera to blind them temporarily and disappear. He'll shoot out his tongue to pick up the hero, then spit them out. He'll also pull out his laptop to summon Meowbombs from the ceiling, so be careful. They will explode after a short while. Once you defeat him, he'll cry and run out of the room.

Tippi is freed from the cage and thanks the heroes for coming to her rescue. She's happy and starts glowing. A green Pure Heart appears from her. They wonder how that happened. Peach thinks Tippi's heart burst with happiness and released a Pure Heart. The heroes take it and the Pixls dance.

End Of Chapter
The fourth Pure Heart appeared in a dazzling flash of mysterious light. What made it appear? The group was puzzled by this and many other riddles. "...So you're not hurt?" asked Tippi, full of concern. Somehow, Tippi seemed different than before. She had started to change. Mario simply shook his head and started the long journey back to Flipside...

Saturday, August 16, 2014

Super Paper Mario -- Chapter 3-3: Up, Up, and a Tree

Somehow, the heroes had beached the Big Blooper and crossed the Tile Pool. But before they could dry, they saw the imposing silhouette of Fort Francis. "It sure is getting dark," Peach said in a quiet voice. But when they looked up, they realized they were in the shadow of a huge tree. Mario, knowing in his gut this must be the way, set out toward the great tree...

To the right of the base of the Dotwood Tree, is a stump with a tiny door. The Dotwood Tree is a tall, vertical, platforming area, so Peach is an excellent choice. You will have to switch to Mario on occasion. Take the platforms up. On the right is an item block with a Slow Flower. You'll find green Poison Cherbils. The poison will make your HP drop for a while or until you use a healing item that curse poison (most healing items do). There are square, blocky enemies called Tileoid Gs and Tileoid Bs. They crawl all over surfaces, including platforms and walls. Higher up is an item block with a Fast Flower. Go left and flip to find some flip blocks to reach the platform above you. There's a Paratroopa flying up and down. Past it is a post to pound with Thudley. This makes a yellow platform appear. On the right is an item block with a Mushroom. Climb higher to reach a yellow pipe. It leads to a room with many coins. Flip to find more. Return to the tree and climb to the top. There's a door at the top encased in bark. Use Bowser's fire breath to burn the bark away to access the door.

The door leads to the inside of the tree. Take the first pipe you see up to a Save Block and a blue switch. Hit it and it turns pink. Now pink platforms will appear throughout the tree. You'll have to keep hitting the switches that change blue to pink to make platforms appear so you can progress. Go back through the pipe. The pink platform allows you to climb higher and reach a pink switch. Hit it to make it turn blue and make blue platforms appear. You'll find many Crayzee Dayzees in the tree. They'll sing a song. If the musical note hits you, you'll fall asleep and have to shake the Wiimote to wake up. Block the musical note with Peach's umbrella. The blue platforms allow you to reach some yellow platforms on paths. The one on the square path lets you reach a post you can pound with Thudley. This makes a ladder appear so you can get back here easily. Hit the switch to make pink platforms appear and take the yellow pipe up. You'll find some blocks on the right wall. Flip to find a pipe behind them. There are spikes that appear from the floor. Use Slim to get past them to hit a switch to make blue platforms appear. Return to the tree's interior and climb higher.

On the left side is a switch guarded by spikes. Drop Boomer near the pit to activate the switch. A pink platform will let you climb higher. Before you do, drop Boomer near the switch again, then go up the pink platform. Let Boomer detonate on his own so you can get to solid ground before he makes the blue platform appear. There's a pipe near the yellow platform on a square path. There are two Chomps here. Either use Boomer or Thudley to defeat them and a chest will appear with a Peach (2) card. Return to the tree's interior, then go up and left. You'll find a pipe. Go through the pipe and get Slim out. Step on the yellow platform and flip sideways to pass the spikes. Bring out Boomer and drop down on the left side. Place Boomer near the switch, then get out of the pit before he detonates. Ride the yellow platform back to the pipe, once again flipped sideways. Use the pink platform to climb higher. When you've climbed as far as you can, flip so you can reach the next level. Use Thudley to hit the item block on the ground for a Mushroom. Hit the switch to make a door appear on the same level as the Save Block. Drop down to the first pipe you could go through, which takes you to the Save Block and the door.

Go through the door and someone says the heroes don't wear tardiness well. It's Dimentio, recognizing Mario by the festival of hair that dances on his lip and Bowser by the flailing nubbins he calls arms. He says Peach's beauty is as refreshing as a slap to the face on a crisp winter day. He introduces himself as a humble servant of Count Bleck's and is enchanted to meet his hapless victims. He has a special treat prepared for the heroes: some magic that takes them to Dimension D. Dimension D is a dimension he created where his attacks are 256 times more potent, so he could obliterate them by raising his eyebrow. He says that now they must duel like two gleaming banjos on a moonlit stoop.

In battle, Dimentio asks if they can pierce his illusion. He'll make a copy of himself and shoot magic at the heroes. Peach is a good choice as she can guard with her umbrella. You'll just pass through the fake one, making the real one easier to identify. After he takes some damage, he'll start creating boxes all over the room. Once they start appearing, keep moving, or you'll be trapped. Once he stops forming boxes or has you trapped, he'll unleash fire in all of the boxes. Once defeated, he says their attacks were like miniature jackhammers wielded by tiny, angry road workers. He wonders how it was possible for them to defeat him in his own dimension, where his power has increased. The heroes suggest it was because they were also in the dimension, their power increased equally. Dimentio laughs slowly and gets up, saying it all played out exactly as planned. He asks if they were amused, as that battle was merely an hors d'oeuvre and the next time they meet will be a deadly eight-course meal. He returns them to the Dotwood Tree and leaves. Peach says he seems familiar. Away from the tree, Dimentio asks, "A little more, perhaps?" He says the heroes are strong, but they must be stronger yet to defeat Count Bleck, and he must be sure they can face him when the time comes. He leaves.

This is the top part of the tree. There are a few Lakitu here, throwing down Spinies to make life difficult. Defeat the Lakitu and the Spinies will soon no longer be an issue, as they'll just eventually walk off the tree. Near the top on the left side is a coin block. At the top, you'll see the wind. Some of the wind is red. Stand on it and it will take you to the right. Hold still and do not flip until you reach a pipe. Jump off their or you'll fall and have to find another red wind. Go through the pipe and flip to find coins on the other side of it. On the right side is the star.

Friday, August 15, 2014

Super Paper Mario -- 3-2: Bloops Ahoy

With Bowser in the party, the three heroes made a most unlikely trio. Peach attempted to explain the quest to Bowser, but it made him grunt in confusion. As Mario walked ahead, he spotted something that made him briefly stop and stare... "What is it, Mario?" asked Peach, as she turned to see the blue expanse ahead. The great glittering waves of the Tile Pool stretched as far as she could see. Fort Francis was somewhere across the water...

In the Tile Pool, you'll find Cheep-Cheep and Bloopers. You can either avoid them or defeat them with Bowser's flame breath. Flip behind a mound to find some coins. The nearby item block has a Happy Flower. To the right is a vortex with rock over it. Flip to find a channel with coins that allows you to go over the vortex safely. On the other side, flip to find more coins on a ledge. At the bottom of the pool are six posts. Nearby, you'll find a Save Block and a pipe encased in blocks. Flip to go through the pipe.

The pipe leads to an area with more vortexes. Flip over the first one for some coins. When you swim near the vortexes, tentacles will appear. Wait until they go away to proceed. Swim up and get out of the water for a pipe. This leads to an area with Spiky Goombas and Bloopers that can flip. They may drop some Inky Sauce when they're defeated. On the far right is a door. Go through it and bars will appear over the door. There are a few Cheep-Cheep and Bloopers in the area. Kill them all with Bowser's fire breath and a large chest appears. Open it for funky Pixl music. This one's shaped like a heavy weight. It throws around a lot of girth in these parts and will check them out to see if they have the weight to hang with him. I switched to Peach before opening the chest. It checks out her face and says her big eyes makes his girthy heart flutter and have some heavy to them. +70 Girth Points. It says it takes guts to wear a pink dress around here. +100 Girth Points. Peach is slender, but has a beefy spirit and it won't mess with a girl like her. +1 million Girth Points. The heroes are blowing his mind as they've got heavy like it's never seen before. If a fool gets in their way, they have to girth them up by smashing and squishing lightweights. The Pixl wants to come along for the ride, as the heroes are going places. The Pixl Thudley joins the team and enables them to ground pound, even underwater. Pound the post on the bottom to make the bars on the doors disappear.

Return to the area with many vortexes and tentacles. Swim to the right and at the end, you'll see a picture on the wall of six posts. Swim back to the far left and go through the pipe. Near the pipe, at the bottom, are the six posts you passed earlier. Use Thudley to get them into the proper conformation. If a post is down, ground pound it to make it go up. The configuration is up, down, down, up, down, up. This makes a door appear. The door leads to an area with giant fish called Bittacudas. They will chase after you, so be careful.

Keep swimming to the right and someone says, "BLOOOP!" The Bittacudas flee the area. Tentacles appear, including a red one. Big Blooper appears, asking if the land freaks want a tentacle sandwich. Switch to Bowser and have Thudley out. You can use Bowser's fire breath on the red tentacle, its weak point, but if you're fast enough, you can do double damage with a ground pound, finishing the battle off quickly. Dodge all other tentacles. You can see the tops of the tentacles below. You can ground pound them, and if you're lucky, you'll hit the red one. Once you defeat it, Big Blooper falls away and a pipe appears. It takes you outside, to the star.

Thursday, August 14, 2014

Super Paper Mario -- Chapter 3-1: When Geeks Attack

Mario and his new friends opened the door, unsure of what they would find. All the while, Merlee's words about finding the "other two heroes" rang in their minds. Were these other heroes somewhere in this new world? If not, where? Meanwhile, the creeping void grew larger in the skies above Flipside. The hopes of all worlds rested on the heroes finding the next Pure Heart.

The yellow door leads to The Bitlands, an 8-bit area. Tippi senses the Pure Heart nearby, but she can't tell where. A tongue comes out of nowhere and grabs her. Someone laughs, "Nerr-herr herr herr..." A chameleon appears, calling the "super-rare pixelated butterfly" it just caught "hi-technical". His friends at digibutter.nerr will freak when they hear about it. He wants to bring it home quickly so he won't miss the latest episode of the "The Grodus Chronicles", as he doesn't trust his digital Recordomeow for such an epic episode. It disappears.

Everyone is shocked. Also shocked is someone in the nearby shrubs. It's a Pixl, saying that it saw a kidnapping, a shocking scene before their eyes. That's a wrap for that Pixl now that Francis, the chameleon, has her. Check out the shrub and the funky Pixl music starts. The Pixl asks if they're friends of the butterfly girl. It says that Francis is the nerd to end all nerds and has a thing for butterflies. Once he gets his hands on something he likes, there's no getting it back. He keeps his collection in a fantasy fortress, which is basically a geek paradise, miles away from here. The Pixl says that infiltrating the nerd's lair for a rescue will be dangerous, so it offers three tips. 1.There are some no-class jerks in an old castle ahead that isn't easy to get past. Do something to the red X mark. 2. Next, they'll see an ocean, where a scary, cranky, huge sea monster lives. Toast its red flipper thing. 3. After that, there's a humongous tree with a huge gorge next to it. Do something to the red wind. It says to tell him if they save her.

Up ahead are two tall pipes. Flip around them, then climb up the hill with many Koopas in 2D. At the top, kick the Koopa shell down for lots of points. I leveled up. There are Piranha Plants in the pipes. Cross the gap and flip for some flip blocks. Use it to reach the top of a pipe. Above it is a brick block with a ladder that leads to a door. Go through it and have Peach float all the way to the left to a pipe. The pipe takes you to the background, where there's a Catch Card SP. Return to the foreground and you'll find Hammer Bros. and a Mega Star in an item block. Go through the door on the right. A Koopa freaks out and gets a Mega Star. It transforms into a giant 8-bit Koopa that will charge right for you. Run to the left and get a Mega Star of your own so you can defeat it. The sign to the right is written backwards. It says to fall between the red pipes. Hit the switch for a platform under the door, so you can return.

Go back to the main part of the level and drop down the gap between the red pipes. You'll end up in an area looking exactly like 1-2 of the original Super Mario Bros. Flip and you'll see some creative changes. The first item block has some Pal Pills. Go through the first pipe and flip to find another Catch Card SP and some coins. Go farther ahead, and you'll find a pipe between the blocks that form the stairs. Flip to find some flip blocks so you can get the Super Shroom in the item block. Go past the inifinite platforms and go over the blocks to find a secret area. Instead of warping you to new worlds, these pipes take you to other parts of this chapter. The left pipe will take you back to the first area, near a chest with a Piranha Plant card. The right pipe leads to the same area as the middle one, but farther to the left. Flip behind the pipe to find a chest with a Magikoopa card. Walk to the right and you'll find a Save Block. Also in the area are Toopa Strikers, Koopas that kick around Koopa Shells like soccer balls.

Keep going to the right, and someone yells, "HALT!" It's a Toopa Striker, saying that this is Bowser's Castle, and he doesn't like chumps like them geeking up the place. He'll give them a complementary nose job courtesy of his shell. He summons other Koopas, Hammer Bros, and Bill Blasters to attack. Go over the next two castles and you'll come to the largest one in the area. There's a red X on it at the corner. Use Boomer to blow it up. Bowser falls to the ground, asking to tell him someone did not just blow up his awesome lair. He looks at Mario, saying he recognizes that 'stache from somewhere. He remembers Peach clearly. He asks why Mario would blow up his castle, saying that was his 100th time at his castle where he screwed something up. He jumps, knocking Peach away. Walls form an area, trapping Mario in with him and Peach outside. Bowser welcomes Mario to his fortress of pain. Mario must now battle Bowser. The spikes on his shell means jumping on him won't work. Use Boomer and press (1) when Bowser is nearby so Boomer will explode on cue. Dodge Bowser's jump attacks and flames. When you win, Bowser says he hates Mario and that wasn't fair.

Peach asks if Mario's okay. Bowser calls Peach his "lovely wife" and when she doesn't respond favorably, asks how she could forget their big day. She calls the wedding a sham and not a real wedding. She asks why he's here. Bowser says he was locked up in Bleck's castle and then suddenly found himself face down here. He found a castle in the area and made it his lair. Peach says they need his help and asks him to join their party. Mario explains how the "wedding" formed the Chaos Heart and what is going to happen. Peach says they need Bowser's help in looking for the Pure Hearts. Bowser doesn't want to help Mario, but he'll help Peach. Peach says there's no time for him to be a big baby and asks nicely. Bowser says he's grade A, 100% prime-cut final boss, and he's poised to take over the world any day now. Mario keeps thwarting his awesome plans. He says he won't do it for her when she asks. Mario explains that if the world ends, there will be nothing left for him to take over and rule. Peach also reminds him that Count Bleck had his minions brainwashed, so they do his evil bidding and toil under a different cruel and merciless master. Bowser grumbles, roars, then reluctantly agrees to join them. Peach calls him sweet, but he disagrees. He's not helping Mario; he's only doing it so he can rule the world someday. Bowser joins the party. Press "Down" on the Control Pad to make him breathe fire.

Some of his minions ask if he's leaving. He says he is and tells them to hold down the fort until he returns. He's going to dole out punishment to his brainwashed minions. The minions say they'd defend him, but they'd only get in his way. Bowser says anyone in a cape and monocle is begging for a beating. The minions say they'll miss him, but are also planning to party once he leaves. Bowser says it's time to get going and find their "Precious Heart", or whatever it's called. The star is to the right.

Wednesday, August 13, 2014

Super Paper Mario -- Interlude After Chapter 2

In Castle Bleck, Nastasia has a brief memo from Mimi, saying, "I messed up bad". "Bleh heh heh heh heh... She failed to best him, even with my gift of power? A Light Prognosticus hero... Descendants of the ancient tribe... Their strength grows," says Count Bleck. O'Chunks wants to whale on the hero again and will defeat them this time. Nastasia asks him if he's finished his report on his own inadequacy. O'Chunks is working on the conclusion, saying his writing takes time and that 1,000 pages is a lot. "O'Chunks, calm yourself. Take a minion time-out. Count Bleck will send... Dimentio! Come to me... Count Bleck!" Dimentio arrives like a sudden windstorm at a kindergarten picnic. "Bleh heh heh heh heh... You'd like some playtime, I imagine, Dimentio? So you shall have it, but do not disappoint Count Bleck. Dispatch this hero." Count Bleck's wish is Dimentio's command and finds the hero to be an amusing challenge. He leaves. Nastasia asks O'Chunks why he's still not writing his report. O'Chunks remembers his task and leaves. Nastasia then informs Count Bleck that she still has to find a few unconverted rogues left in the castle and leaves. "Heroes... Trying to save these pathetic old world. Bleck, says Count Bleck! Bleh heh heh heh heh heh... Their efforts are in vain. No one can stop Count Bleck!" He leaves, then says, "Just as no one can ease the tempest that rages in my suffering heart..."

Somewhere in Castle Bleck, Luigi is lying on the ground. His head hurts and he wonders where he is. He remembers trying to save Peach, but screwed up. Someone asks if he's awake. It's a pair of Goombas. Luigi asks if they're doing alright. The Goombas are okay and say they are glad to see he made it. Under their breath, they say they figured he was done for and he's tougher than he looks. Luigi asks if they've seen Peach or Bowser? The Goombas say he's the only one lying around, but hope they're okay. Under their breath, they ask who cares about his friends. They say other minions were captured and that they're probably next. They wonder under their breaths how Luigi can be so calm when they're behind enemy lines. They want to get out, so they suggest clearing a path, then all of them bailing out. Luigi says he has to save the Princess. The Goombas didn't expect Luigi to say that, after hearing all those stories about the Great Luigi's daring exploits as the defender of the helpless. They have no one else to turn to. Luigi is shocked to learn of this reputation, but says he has no choice and must spring into action, as his fans need him. One Goomba calls him the BEST, then mutters that that was too easy. They'll be right behind him, but mutter that if the going gets rough, they'll bail.

Luigi tells the Goombas to follow him. Go through the door on the left, down the stairs, then through the door on the left. If you talk to the Goombas, they have so interesting things to say, like wishing Peach or Bowser were there. Peach is easier on the eyes and they prefer Bowser over the "Great Dweeb". Keep going left until you reach a dead end. Luigi wonders what to do next. The Goombas say they should look for another way out and mutter that Luigi is useless. If they stay put, they'll be spotted. One of the Goombas, Gary, is brainwashed. Nastasia appears, saying she was looking all over for them. She says Luigi wasn't a team player at the wedding and needs disciplinary action. The other Goomba decides to Goomba up, which involves defecting to the other side. He asks to join Count Bleck. Luigi asks what he's doing and he says he's joining the winning team. Nastasia loves the enthusiasm and tells him to swear his undying allegiance to Count Bleck. He does and Luigi calls him a dirty traitor. Nastasia orders the brainwashed minions to hold Luigi down so she can get his priorities on track. Luigi calls to Mario for help as Nastasia lifts her glasses.

We now return to Timpani and Blumiere.
Timpani: You're late. Did something happen?
Blumiere: Yes, my father caught me. Sneaking out of the castle wasn't easy after that.
Timpani: I was worried you wouldn't come...
Blumiere: You are a strange girl... You know what I am and yet you don't seem afraid.
Timpani: I don't care what you are. I just wanted to see you. Is that... Is that so wrong?
Blumiere: No. No, of course not. I wanted to see you, too.
Timpani: Blumiere... Do you mind if I sit next to you?
Blumiere: Please do, Timpani. Let's return to our conversation. I must know more of you...

Mario and Peach return to Flipside and Merlon welcomes them on the tower. He asks if they found Merlee and the Pure Heart. Tippi tells him that Merlee said they need four heroes' power to save the world. Merlon's surprised they need more than one hero. He says they only need to find two more heroes. The ground starts shaking and The Void grows. Merlon says that time grows short and tells them to seek the next Heart Pillar. He says that one person determines whether the Light Prognosticus or the Dark Prognosticus predicts truly: "the man in green". Merlon doesn't know what that means. It isn't Link.

Go to the first floor and blow up the crack in the wall. Flip to go through it to find another part of Flipside. There's a sparkling zigzag on the wall. Also here is the card shop. You can buy Catch Cards and Card Bags, which contain a random card. You can also sell your cards. Flip to the front part of the first floor and take the elevator to Basement 1 (B1). There's a milk shop where gossip and stories are traded. Flip and go to the left to find the entrance to the Underwhere, an arcade run by the InterChet. Purchase Flipside Tokens to play the games, but you can't turn the Tokens into coins. If you get a good score, you get more Tokens, which can be exchanged for prizes. Go outside and flip to find a chest hidden across the water. It contains the InterNed card. Drop down into the water and swim to the other side of the channel and you'll find a tiny shop and Flim, a guy who has a random assortment of items for sale. Some of them are Caught Cards.

Outside the Underwhere, you'll find an elevator to Basement 2 (B2). Flip and go to the left and you'll find Welderberg in 3D. He forges pipes for getting around. He'll make one for this spot that leads to the base of the tower (Floor 2) if you'll finance it for 100 coins. Go the second floor Flipside Outskirts and you'll find a pipe. This takes you to the first floor Outskirts. To the left is a pipe blocked by brick blocks. Blow them up and go through the pipe. Flip and use Slim to slip through the right wall to find the Heart Pillar. Place the Pure Heart in it to make a yellow door appear on the tower. Go through it to start the next chapter.

Tuesday, August 12, 2014

Super Paper Mario -- Chapter 2-4: The Basement Face-Off

The mysterious handmaid Mimi disappeared in a bizarre explosion... What exactly was her plan and why did she try to enslave Mario and friends? After the incident, Princess Peach noticed stairs going down. "Here we go!" she said. "I wonder if Merlee is down here?" thought our heroes as they traded worried glances... The two solemnly made their way down, knowing there was no other path to follow.

In Merlee's Basement, Tippi says that the Pure Heart is nearby, as she can feel the tremors more strongly. Someone starts speaking faintly in rhyme, thanking them for looking for her. A faded image of Merlee appears. She's glad to see them, as she's been waiting a long time for them. They can't meet right now as an evil one is pursuing her, so she's not safe. Merlee says the basement is like a maze. With her power fading, she says to trust nothing, be it foul or fair. The image disappears and Tippi wonders if that was really her and why they have to be so careful.

Go down the stairs and you'll find a Mushroom to the left in an item block. To the right are two doors. From this point forward, the basement is like a maze. The door on the left leads to Room 01. Check the signs in the middle of the room to check the number. Go through the upper left door, which leads to a room decorated like the rest of the mansion. Flip and you'll find a couple of flip blocks. Bring them into 2D, noting that there are two tiers of them. Go up to the second level and Merlee is there. She says she's like the sun to those whom fate brings her. She knew she would see them soon. Tippi asks her for the Pure Heart and Merlee says she'll gladly give it to them for 10 million Rubees, a bargain according to her. She asks them to sign on the dotted line. Refuse and she'll allow a small loan. Refuse again and she'll throw in a free gift: a Super Mega Ultra Shroom. Refuse and she'll offer Breadward, a Pixl made of oats and lard. Refuse one more time and she yells, saying none of them have a clue. This is there last shot. Refuse and Merlee's faded image appears, saying this Merlee's a fake. The fake Merlee says, "Mimimimimimimimimimimimimi!", then says there's no point in trying to fool them anymore. She turns into Mimi, saying the girl that they thought was a handmaid or Merlee was an imposter and a faithful servant of Count Bleck She's the master impersonator, Mimi. She wanted to settle things peacefully, but it's too bad that the heroes refused. She assumes her true form, her head crackling and spinning. Spider-like legs appear. Merlee says she's protected by a barrier, so attacks are useless. They must flee and find the real Merlee, who can use her magic to weaken her.

Go through the right door. Mimi will chase you, so if you stay in a room long enough, she'll appear, throwing Rubees. Going through the right door will lead you to Room 05, where you'll find Swoopers. On the right side, flip sideways with Slim and you'll drop down to a door. This door leads to Room 06, which has a Cursya. Flip to reach the top right door. This leads to Room 08, where there's an Ice Cherbil. Blow up the crack near the sign for a Shroom Shake. Go through the top right door to Room 07, which has a Boo. Blow up the crack in the upper right area and flip to go through it. There's a door in this tunnel, leading to Room 09. There are a couple of Shlurps here. Go through the top left door to an unnumbered room with an Atomic Boo. It has 10 HP and 2 attack. Use Boomer to defeat it. Use Tippi's power to reveal an invisible staircase in the middle of the room. Take them to the top right door.

This door leads to the basement's bathrooms. There's nothing of interest in the men's bathroom, other than some graffiti. In the women's bathroom, you'll find more graffiti and Merlee in the third stall from the left. A fly is buzzing around her. She says that she was too weak and Mimi too robust, so she hid the Pure Heart where Mimi would never look. She and the heroes should combine their powers to teach Mimi a lesson. Mimi doesn't think so, however. She appears, then transforms into Merlee. They both call each other fake and bump into each other. They ask the heroes to tell them apart, which starts up the 66th Annual "That's My Merlee" Show. The host says that the heroes get to ask five questions, then pick the real Merlee. Pick any questions you like: the answers don't matter. At the end, the fly starts buzzing around Merlee #1, the one hiding in the bathroom. Pick this one, and she'll says that no one could copy her. Mimi counters that she mimicked Merlee perfectly. She'll congratulate the heroes by tearing them apart. She assumes her true form and attacks. Merlee leaves the bathroom to cheer in safety.

Mimi has an unknown amount of HP and 1 attack power. Peach is good for this battle as she can hover and protect herself with her umbrella. Mimi will be throwing Rubees at you, as well as sending a wave of Rubees from the floor. Initially, you can't attack her while she is glowing. After a cheer from Merlee, you can start doing damage. Merlee's cheer is magical and destroys Mimi's invincibility barrier. Use Thoreau to pick up a Rubee and throw it at Mimi. This will stun her so you can jump on her. After a couple of jump attacks, a leg will fall off. She's finished when all of her legs have fallen off. Mimi says this is impossible and explodes, revealing her normal form. She says she's not beaten for good and the heroes won't be so lucky next time. She flips out of the mansion.

Merlee says they did a fine job. The tenants of the mansion guarded the Pure Heart for 1,500 years, waiting for the hero. Now, their duty is done and she's ecstatic. The Light Prognosticus says she and her ancestors waited by the Pure Heart, but there's something else not written in it. In another prophecy, it is written that a heart of chaos can only be beaten by four of mystery, united. Peach and Mario are the first two heroes and they must find the other two. The other two may be known to them. Merlee gives them the yellow Pure Heart.

End Of Chapter
Count Bleck's servant Mimi had laid a nasty trap for Mario and friends... But with the help of Merlee, faithful defender of the Pure Heart, the day was won. But who were the other two heroes mentioned by Merlee? With five Pure Hearts yet to be found, Mario knew this adventure had only begun...