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Super Paper Mario

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Contents

Unlockables

Arcade

Enter 3-D mode while at the coffee shop in Flipside B1. Use the gold pipe to reach an arcade. There are three arcade games that can be played with the Wiimote. A fourth game is unlocked with a Gold Card. Get a high score in them for prizes.

Flipside's Basement extra mini game

Get the Golden Card.

Flipside's Pit of 100 Trials

Complete Chapter 1 and unlock the outskirt in Flipside.

Flopside's Pit of 100 Trials

Complete Flipside's Pit of 100 Trials.

Hints

Easy Rubees

  • When in Chapter 2-3 you must gain Rubees. The code for the first VIP room is 5693. When on the gerbil wheel, tape down the left or right movement button and allow the controller to idle for about ten minutes. You should get about 9,000 Rubees. Be careful and monitor it, as the Wiimote will go to sleep. The code for the second VIP room past the electric fields is 41262816. This will give you the 1,000,000,000 Rubees needed.
  • When in the VIP room, start spinning on the gerbil wheel, jump to the right and run to the left. If you are still on the side, hold Down. If done correctly you should be sliding and moving faster. This is helpful if you want a lot of Rubees.
  • Buy lots of Catch-Cards. SPs are optional. Go to a level with Amazee Dazees (the flowers that shoot music notes). Catch as many as you can. Each Amazee Dazee card is worth 300 coins.
  • Buy a lot of Life Shrooms in World 1-2. Cook them, then sell them in Flipside for 96 coins each.
  • In the shop in Flipside, buy a Shroom Shake for 30 coins. Cook it into Fried Shrooms, then sell it back for 35 coins.

Easy experience

Get 500 coins. Go to the Flopside and buy a special item that is 500 coins and gives 10,000 experience points. Do not use it yet. Go to a world with a Slow Mo or Speed Up Flower and get one. Then, use it. You will get 30,000 experience points instead of 10,000 experience points.

Merlee's mansion: Locked room

When you have to pay 1,000,000 Rubees, earn 100 Rubees then find a man in red. Give him the 100 Rubees to get the code to get in the VIP room. Then, get 10,000 Rubees and give it to another person in red. Note: You must flip to find this one. He will give you the code to the safe but you will need a certain Pixl to get to it. To save money, the code to the VIP room is "5963" and the safe is "41262816".
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Pit Of 100 Trials: Rewards

  • After completing The Pit Of 100 Trials in Flipside (not Flop), you will fight a dragon, Wrecktail. This is a new version of first Boss, with the same attacks and same way to defeat it. You will get a new Pixl, Dashell, who allows you to run at very high speeds.
  • The following are the rewards that you receive when you finish the Flopside Pit of 100 Trials two times. You get the following cards from the chests that appear after defeating your four clones: Note: This is also a great place to level up.
Mario
Dark Mario
Peach(1)
Dark Peach
Bowser(1)
Dark Bowser
Luigi
Dark Luigi
  • Complete the Flopside Pit of 100 Trails twice to receive, among other prizes, an unlimited 3D flip meter (your flip meter never drops).

Pit Of 100 Trials: Defeating Wracktail

When Wracktail is flying around the sky and is about to dive into the ground, switch to the Pixl "Slim" and turn invisible. He cannot do any damage to you as he enters the ground, even though he hits the area where you are standing. Once you are on his back, switch to Bowser. Use his flames to keep the Wrackles under control when they get overpopulated (which is when they start shooting at you for 10 damage per hit). However, you still need to pick up the Wrackles and throw them at his antenna. Defeating Wracktail will be fast because Bowser's attack is double that of Mario and Peach. When you are getting kicked off of Wracktail, switch to Peach and use her parasol (umbrella) to float and not land on Wracktail's face and take damage. Repeat this until Wracktail is defeated.

Sammer's Kingdom: Gift

Once you have completed the game, you can go anywhere desired. If you go to Sammer's Kingdom, you will get a challenge to defeat all 100 Sammerguys. Once completed, you will get a gift from Sammer.

Guessing the real Merlee

When you have to choose between the two Merlees, the real one will have a fly going around them from hiding in the toilet.

Free hints

Any time you get stuck, save the game near your current location. Then, take the return pipe back to Flipside and go directly to the fortune teller. Once you have your hint, press Home and reset the game. You will return to your save where you were stuck and the price of the fortune teller's services will never go up.

Chapter 3-1: Shortcut

In Chapter 3-1, there is an underground portion. Near the end, there are elevators going up. Ride them up and walk along the top. You will come to an area with three warp pipes. Take the middle one and you will end up much closer to Bowser's castle.

Chapter 3-1: Getting Barry the Pixl

Complete Chapter 3, then return to Chapter 3-1. Talk to the bush that has the spiky Pixl behind it. He will congratulate you for finding Tippi and Barry will join your party.

Chapter 4-1: Getting the space helmet

When you first enter the door to Chapter 4-1, you will not be able to breathe and need to find a space helmet. Exit and see Merlon. He will tell you he has something, but realizes he gave it away. Go to Flipside third floor to find a kid holding a fishbowl. Speak to him and he will give it to you, but you must first find a place to release the fish. Go to Flipside B1. Go to the right until you find a body of water. A dialogue will appear, asking if you want to release him. Say "Yes" and he will be released. Go back to Chapter 4-1 and you will be asked if want to use the helmet. Say "Yes" and you can continue.

Chapter 5-1: Block order

In Chapter 5-1, "Land Of The Cragons", the order to hit the first set of three blocks is: left, right, middle. For the second set of three blocks the order is: 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.

Chapter 7-3: Blue apples

There is a door that you can enter that contains three blue apples.. Use the Pixl Cudge to bring them down. If you leave and go back in, three more blue apples will have spawned. Repeat this as many times as desired until you have too many items. Note: Each apple restores 5 HP (heart points).

Defeating Mr. L

When battling Mr. L, if you lose too much HP and do not have any healing items, use Thoreau as your Pixl and wait for Mr. L to use a Shroom Shake. Just when he holds it over his head, use Thoreau on Mr. L. If timed correctly, you will steal the shake from him. This can be repeated times as desired.

Style moves

After landing on an enemy to do damage, you can twist the Wiimote in your hands and shake it to execute style moves. Holding Jump during this attack will cause you to jump higher, thus giving you more time to shake and line up for a follow up attack. The more style moves you do in a row, the higher your multiplier will be. This will greatly increase the pace at which you gain levels.

Pixls

Get the indicated Pixl to unlock the corresponding special ability.
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Barry: Shield yourself from enemy attacks and also counterattack.
Boomer: Blow up objects.
Carrie: Platform that can get you across dangerous areas.
Cudge: Use a hammer.
Dashell: Run fast.
Dottie: Shrink yourself.
Fleep: Flip objects that are stuck in the wrong dimension.
Piccolo: Play special music that disintegrates certain objects.
Slim: Turn sideways and squeeze through very narrow spaces.
Thoreau: Pick up objects then toss them.
Thudley: Shake the ground.
Tippi: Use the your Wiimote sensor to scan objects to learn about them and reveal hidden things.

Throw Boomer

You must first have the exploding Pixl named Boomer. Set him down, quickly go to the menu and select the hand Pixl, Thoreau. Pick up Boomer and you will be able to throw him at enemies, or anything that looks like it could be blown up.

Tiptron

At the end of the game you will not have Tippi anymore. If you want a robotic version of Tippi, go to Chapter 3-4 (Fort Francis). Buy Tiptron for 999 coins. Tiptron has the same advantages as Tippi. You can use him the same way and shows you the same things.

Quick game over

At the beginning of the game, Merlon tries to give you a Pure Heart. If you reject it three times it will result in an instant game over.

Brain Age reference

On World 7-2 take Dorguy The Second's test. After the test he will say lines from Brain Age: Train Your Brain in Minutes a Day.

Mario series reference

  • Enter Room 2828 in the Castle Of Francis to find action figures and posters from other Mario games.
  • In Chapter 2-1, when you enter the pipe that takes you to the background, the Mario from the NES game Mario Bros. appears.

Nintendo DS Lite reference

When you go into the cook's shop in Flipside, at the very left of the building you can see a white Nintedo DS Lite that you can use for cooking.

When you do the mission to get Picclo, Mervulee will want the "Training Machine". When you receive it notice that it resembles a Nintendo DS Lite.

Super Mario Bros. reference

Near the end of Chapter 1-3 is a blue platform. Press Minus + 1 there to a reference to the never ending World -1 of Super Mario Bros.

Wii reference

When you enter Francis' room (with the password 2828). turn 3-D and look at the far wall at the television. Look to the left, and you will see a Nintendo Wii system with a few games. It even has the sensor bar at the top of the television.

Naruto Akatsuki reference

In the 50th level, and down from the Sammer Guy tournament; look at the ninja things that throw throwing stars. They are wearing red coats that resemble the coat that the group The Akatsuki wears.

Video

Walkthrough

Glitches

Jump grab

Jump on an enemy with Thoreo and immediately grab it. It will become a "zombie", and as soon as you throw it, it will be destroyed.

Zombie cats

Do the "Jump grab" glitch with a Securibomb (exploding cat enemy) when it is flashing red. Then, throw it into the MeowCannon (SecuriBomb Cannon enemy). It will not explode and the two will become "zombies". Note: This can only be done in World 3-4).

Destroy a chunk of World 1-2 temporarily

As Mario, go to the shop at the end of World 1-2. When you enter the building, flip to 3-D mode and go to the wall on your left. Run into the wall and switch to 2-D mode. To your left will be a sign. Walk into it and you should be sticking out halfway. Flip to 3-D mode. Jump to the to enter another building. It will not look like anything. Exit. It will look like you came out of the shop, but you will come out of the building next door. If you return to the shop, you can talk to the door. Go inside, and the shopkeeper might be facing the wrong way. If you jump left and forward, you will enter an invisible black world. If you jump in a pipe, Mario will scrunch up. You can still complete the level, but the star blocks are invisible.

Quick Boomer switch

Take Boomer out. Put him down then quickly go to the Quick menu and switch Pixls. Boomer will still be there. When he blows up he will instantly disappear and the Pixl you asked for will instantly appear.

More...

Strategy: Bosses by Paul Mann

Strategy guides from GameFAQs

Published strategy guides: Official Nintendo Player's Guide

Published strategy guides: Prima Official Game Guide

Reviews