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LB's "Super Paper Mario" Game Guide - Chapter 2

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Chapter 2

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Free Super Paper Mario Walkthrough and Strategy Guide

Introduction and Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Bonus Material


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Chapter 2



Peach Party



Move through the dialogue then take control of Peach. Follow the Koopa to the right door and move through it. Fall off the platform and move through the door to the left, then the next door to the left. Head left again for another cutscene.

Next, you'll find yourself back in Flipside Palace as Mario. Take the elevator to the left to find Merlon. Follow him into his house, then exit out and head right. Continue to the elevator at the far end. Enter, then move left to a passed out Ms. Peach. Merlon tells you to find the Saffron, the chef, on the Flipside 1st Floor. Check.

Ride the elevator down to the second floor, then move all of the way left to the down elevator. However, before going down, enter the store to the left of it and buy a few items. What you buy is up to you, but be sure to get at least one Fire Burst, as it will be required momentarily. Once you've stocked up on supplies, exit the store and enter the elevator.


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Now on the 1st floor, head to the second house and enter. Here you will meet Saffron. Give her the Fire Burst you just purchased and collect the Spicy Soup she prepares for you. Backtrack to the 3rd floor and give the Spicy Soup to Peach.

After some dialogue in Merlon's house, Merlon will present you with an Old Key and Peach will become part of your party (was it ever really a party without Peach?). Note that Peach can make use of her parasol to A) float (jump from a high spot and hold "2") and B) protect her from attackers (simply hold "down" on the D-pad). Once you're done playing around with Peach, switch back to Mario (hit "1" and "2" then select Mario) and flip to 3-D. Across from the white elevator you'll find a locked gate. Use the Old Key on it.

Move through the gate and head right. Read the sign, then take the path to the right of it, to the 2nd Floor Outskirts. Once there, find the pipe and move down it. Jump the gaps, jump the Squiglets and read the sign. Flip to 3-D to spot the arrow and follow the path to which it points.

Flip to 2-D and move right to take out the Squiglets (this is where I reached Level 4) and note all of the hovering blocks. Hmm. Go back to the left, flip to 3-D to climb to blocks to the sign, then flip back to 2-D and Peach. As Peach, hover from block to block until you reach the Heart Pillar at the end. Examine it to insert the Pure Heart. Note as another door is drawn next to the one that led to Chapter 1. Chapter 2, here we come!

You can backtrack all of the way to the Flipside Tower, if you care to go that route. However, if you want to move quick, enter you Menu ("+"), select "Important Things", then use the Return Pipe. You'll arrive next to the doors. Go through the new gold one.

Chapter 2-1: Bogging to Merlee's



Gloam Valley



Make your way to the right, fighting the Koopas and Goombas as you go. When you reach the "water", get on the green platform above, and hover over to the opposite side as Peach. Continue to the right and jump the water platforms as the character of your choice. If you move across all of the platforms, you'll come to a locked door. Since you don't have a key yet, that's not really a good thing. So, instead of continuing, stop at the first solid platform after the first two sinking platforms and flip to 3-D. Hit the arrow blocks, then flip back to 2-D. As Peach, jump on top of the blocks, then to the green platform above. From here, hover from platform to platform until you reach the pipe. Move down it.

Smash the Squiglets to reveal the Door Key. Exit outside and use the key on the door below.

Hit the block for some Pal Pills, then go through the door to the right. Speak to the man behind the door as both Peach and Mario, then exit out and continue right. Jump onto the pipe, then use Peach to hover to the platform to the right. Take the skyway to the above platform, then hover you way over to the pipe. Move down it and you'll appear in the background.

Hover all of the way right, hit the blue block with Thoreau (this makes a door appear), then backtrack through the pipe and go through the new door. Make your way to the right, smashing bricks and taking out enemies as you go. Save at the Save Block, then move through the door.

Hit the "?" block for a Slow Flower (slows time and you earn 3X points and coins while active), then swim across the water (jump a lot to get out). Continue to make your way to the right until you reach a pipe. Move down it, then point your Wii-mote at the screen to locate the hidden "1" block. Once you figure out its location, stand beneath it and jump. This will cause a new pipe to appear. Go down it, jump on top of the weird orange enemies (Growmebas...toast the spawner to toast them all), then collect from the chest. Answer the Pixl's questions to put Boomer by your side. (Hit "!" to drop a Boomer bomb. If you want to detonate the bomb early, tap "1" again.)

If you want, immediately test Boomer's ability on the crack in the wall, then flip to 3-D to move through the hole where you'll receive the Watchitt Card. When you're done, backtrack to the upper world.

Continue right all of the way right (look out for the Jawbus along the way...flip 3-D if necessary). At the end, jump up to the platform and use Boomer to blow up the bricks. Continue to the upper platforms, where you will find four doors. For the sake of this walkthrough, we'll call the doors 1 - 4 counting from left to right. Begin by going through door number one.

Take out the Goomba with Boomer, then flip to 3-D. Fall through the hole in the ground, then jump on the "!" switch. Fall through the next hole and exit out door number four. Jump the platforms to the left and you'll find a new door with a gold star (a new #1, if you will). Go through it, then move right and crack the Level Star.

Chapter 2 - 2: Tricks, Treats, Traps



Flip to 3-D immediately to get behind the hedge and collect from the coin block. Exit out, flip back to 2-D and enter the house.

Flip to 3-D and run right to easily avoid the "Guard Dogs". Move past the blue ball and through the door at the end.

Save at the Save Block, then speak to Mimi, the maid. She tells you to find Merlee in the last room on the second floor. Since you're warned not to go into any other room at this time, go ahead and jump up the stairs and enter the last room. Once there, run to the far end and hit the green button. Watch as the spikes fall down toward you. When they get really close, flip to 3-D, step out of their way, then ride the spikes up when they retract.

At the top, get on the left platform and jump right. Blow the bricks with Boomer, then approach the next set of brown blocks. Stand close to it, flip to 3-D, and you should be safely on the narrow path. Move over to the next set of bricks, flip to 2-D, and blow it up. From here, flip to 3-D and make your way to the above chest. Inside is a House Key. Well that's nice, but it's not Merlee. Hmm. Fall down to the ground and speak to the Maid again.

It seems we're going to have problems with the Maid, eh? Now her story is that Merlee is in the first room on the second floor. Go ahead and humor her and enter that first room on the second floor. Once inside, jump for the hanging mushroom, then fall through the floor to the ground below. Feed the Schlurp a Boomer Bomb, then climb through the pipe. Exit back out and speak to Mimi again, then enter the second room on the second floor.

Make your way along the coin path until you fall through the next hole. Take out the Swoopers, then place Boomer next to the red "!" block. Approach the pipe and wait for it to rise up. When it does, move though it before it falls again. Once above ground, jump the gap if you want more coins, then return to Mimi, who tells you to go through the first door on the first floor. Oy. Go ahead and enter.

Follow the mushroom until you fall into the pit below. Wait for the Boos to appear, then do the same Boomer trick with the "!" block to return to the surface. Return to Mimi, one last time, who doesn't help much at all (not that she ever did).

There's one door left, and that's the second door on the first floor. Don't let the fact that it's being protected disturb you in any way, as the protector is fairly useless in 3-D. So, flip and use the House Key to get through the locked door, then smash the Level Star to the right.

Chapter 2 - 3: Breaking the Bank



Merlee's Mansion



Head right and hit the "?" block to break the pink vase. This ticks off Mimi, who is going to make you work off the cost of the vase (1,000,000 Rubees) by working. Eek. Go ahead and move through the door to the right to enter Rubee Savings and Loan. Save at the Save Block. There's nothing else you can do here at this time, so exit back out, jump on top of the former "?" block , then up to the platform to the right. Continue until you reach the highest platform, which is lined with three doors. One of these doors has a number pad next to it. Go through the door to the right of the number pad door.

Welcome to the Generator room. Speak to the Ackpow, the Egyptian slave driver at the far end of the room (what's that about?), then agree to do some work. Stand beneath the electrified block and start jumping. When you want to check how many Rubees you've earned, return to the slave driver, and you'll discover you only get 1 Rubee per jump. There's no way you're going to jump 1,000,000 times, so give a few more in (I suggest 150 or so), then exit out of the Generator Room. Enter the room to the left of the number pad room. Speak to the workers inside for a few tips, then exit back out.


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A VIP room, huh? Looks like you'll need a passcode. Head right and fall onto the below platform. Switch to Peach and hover to the left platform. Enter the room to find another Ackpow. Hit the block for a mushroom (be warned, it will cost 10 Rubees), then speak to the worker to the left. Agree to pay him 100 Rubess for the information, which is the Passcode. Nice. 5963 are the digits. Return to the upper level and enter them in the number pad. Enter the VIP room.

Speak to the Ackpow here and agree to start working. Jump into the wheel and run forward. Stop when you're ready and wait. Ask the Ackpow how much you've earned. If it's less than 10,000 Rubees, return to the gerbil wheel and spin away. When you've finally accumulated 10,000 Rubees, exit the VIP room and enter the room to the left. Flip to 3-D and speak to the man in the back corner. He'll offer you juicy information for 10,000 Rubees. Give it up for another code: 41262816. Interesting.

Exit out and return to the door where you learned the VIP passcode (second tier, left side), but don't go in. Instead, flip to 3-D and move left to locate a large chest. Open it up to reveal your new Pixl friend, Slim. Test Slim out by hitting "1". You will turn sideways, against the current dimension, and virtually disappear. You will take no damage while in this position, provided you remain still. Lovely. Head back up to the third tier.

Move all of the way left and flip to 3-D. Continue left, hit the brick block, then flip back to 2-D and climb the new ladder. Here you will find a few electrified obstacles. Get close to the first one and use Slim. Wait for it to pass over you, then run to the second electric wall. Again, wait for it to pass over you, then move right. Enter the 41262816 code to open the safe. Cha-ching! Flip to 3-D and fall over the edge to quickly reach the first floor. Go through the door behind you.

Give up your 1,000,000+ Rubees, then jump behind the desk, flip to 3-D, then use Slim to move through the bars. Smack the Level Star.

Chapter 2 - 4: The Basement Face-off



Merlee's Basement



Move down the stairs. If you need HP, flip to 3-D and release the Mushroom from the "?" block under the stairs. Otherwise, Save at the Save Block and go through the doors closest to the stairs. (Please note, you can also find your own way by going through the doors closest to the Save Block. What's more, my way will have you skip a few rooms. If you want to check out all rooms, feel free, I'm just getting you where you need to go.)

This is Room 01. Jump on the Boos and pass through the next set of doors. You'll arrive in Room 03. Jump on top of the Growmebas, then flip to 3-D. Hit the arrow blocks, return to 2-D, then use the arrow platform to reach the upper left platform. Go through the double doors here.

Head left and flip 3-D. Again, hit the arrow blocks to create platforms, and make your way up to the upper level, where you will meet Merlee (?!?!). Go ahead and sign the paper, then tell her to forget it. At this point, Mimi will appear and turn into the scary spider lady that she is. You can't fight Mimi, so walk right past her and go through the double doors.

Welcome to Room 05. Go ahead and take out the enemies and ignore/avoid Mimi when she enters. Head right and note the narrow hole in the floor. Use Slim to slip through it and go through the doors at the bottom, which lead to Room 06.

Use an item on Cursya, as touching her will slow you down. When she's down, hit the "?" blocks, flip to 3-D, stand on top of the blocks, and jump to the double doors across the way. However, don't go through these doors. Instead, cross over to the doors in the upper left corner of the room and go through them. You will arrive in Room 07.


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Take out the Boo and blow the cracked wall in the upper right corner. Move along the revealed hall and through the doors at the end. Enter Room 09.

Feed bombs to the Shlurps, flip to 3-D, hit the arrow blocks, then jump up to the upper left platform. Move through the doors to meet the massive Boo. Note that the large Boo disappears if you face it. This means, simply, you have to work with your back turned. The easiest thing to do is to call up an item while your back is turned to the Boo. However, if you lack an item, or, if the item doesn't do enough damage, just walk back and forth across the room, dropping Boomer in front of the Boo. Eventually this will do enough damage that the big guy will disappear for real. (Note, at this points I graduated to Level 5).

When ghosty goes down, point your Wii-mote at the staircase shadow on the right side of the room to highlight it. Move up the stairs and through the door.

Collect from the "?" blocks (flip to get them both), then save at the Save Block. When you're ready, enter the ladies' room (red). Open up each and every stall until Merlee reveals herself. At this point a little cutscene will occur. It will end in a Merlee vs. Merlee game show competition.

Ask the questions you want to ask. At the end you'll be asked to choose the correct Merlee. Initially, I chose Melee #1 and I was right. This, of course, was a lucky guess. However, as the first draft of this guide was being written and viewed, a certain someone by the name of Isaac e-mailed to let me know that it's easy to tell the real Merlee. She's the one with the fly on her, as this is how she initially appears out of the toilet. So, everyone thank Isaac for that one...no flies on you, man (sorry, I had to do it).

Boss Fight: Mimi Spider Pants



Avoid Mimi's Rubees and wait for her to return to the ground. When this happens, jump on her head to stun her, then do what you want to her. You can jump on her head again to do damage. You can lay down a bomb beneath her. You can use an item (I used my Ghost Shroom, which was great). Once each of Mimi's legs fall off, you'll win the battle. It's that easy. The Pure Heart is all yours!

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