![]() ![]() Once you leave the pipe, walk to your right and a little creature called a Whacka should appear. Once in the secret area you'll go down a pipe and collect a bunch of coins (hit A to see more coins) then exit out of the other pipe. Go into 3-D and use Dottie to enter the small opening in the wall. Go all the way to the right of the screen. As soon as you enter the area you'll be on top of a stone platform. ![]() Once, you've gotten the Pixl named Dottie, travel back to the Land of the Crag (Chapter 5-1). Making each experience for each koopa 4.5k or more each. He will give you 300 experience every time you jumpo on him and it will let you hit him for about 15 or more times. You will master it on youre second time around. Jump on him every time he is underneath you. Make him go in his shell and jump on him and he will start moving. Hide on the left side of that pipe and throw the koopa down there with you. Take him all the way to the left and there should be the ending of the level and a pipe. Stop on each of the soccer playing Koopa guys (don't kill them). Take out Throwae (how ever you spell it) and then run to the left. Stay at the warp pipe where the level is you meet Bowser. Go back to world 3-1 after you have beaten it once and then you know where you meet bowser. First you must have beaten world 3-1 (well do the whole chapter). Heres a way to get really fast and high score points. These are the only place I've found so far to use Piccolo. In the same place in Flopside you'll get a Nolrem card. Piccolo can be used on the block with the music note, which is all the way to the right. ![]() You'll now be on the 3rd floor of Flipside. Use Boomer to blast the bricks and enter it. Instead of crossing the bridge, return to 2D and go to the left of the screen. Go to the 2nd floor of Flipside, flip to 3D and go through the gate across from the White Tower. There are only two place I have found to use him. The door is on the 1st floor through the piece of the wall that you bombed earlier. This key can be used on the locked door in Flopside. Finally take the Crystal Ball from her to Merlee in Flopside and she'll give you a key. Then go back to 1-1 to give the "you-know-what" to Bestuvius, and then to Flipside to give the Training Machine, a Nintendo DS, to Merluvlee. After a lengthy bit of text, she'll sign the autograph and you can return to Watchitt in 1-2. At the end (past where you fought Fracktail), you'll go into a house and when you run towards the star Merlumina will appear. Choose to go to 1-4 and travel through the whole chapter. Use the Return Pipe and go back to the red door. He will send you on your fourth fetch mission to see Merlumina. Continue through the area until you get to the town. Use your Return Pipe then go back into the red door to get to 1-2. He'll send you to talk to Watchitt in Yold Town. Talk to Bestuvius at the end of the first area in 1-1. You're going to be using your Return Pipe quite a bit. She will send you on a fetch mission to Merluvlee on the 2nd floor of Flipside.įrom there, you will have to travel to World 1-1. You have to jump over her crystal ball to talk to her, otherwise she'll just offer you charms. First, go to Merlee's house on the 2nd floor in Flopside. You must first have completed Chapter 5 to be able to complete this. Go back to the shop where you bought the Catch Card SP sell the Amazy Dayzee card it is worth a whopping 300 coins then you can buy 3 Catch Card SPs. Grab the card then use the return pipe again. If the Amazy Dayzee flips to 2d do not use the catch card while in 3d, flip back to 2d and then use it. Quickly go to your quick menu by pressing 1 and 2 at the same time, use the Catch Card SP and turn the enemy into a card. Immediately you see a yellow flower enemy called an Amazy Dayzee. Kill the Stone Buzzy, and where you land after you kill him flip the world to 3D. Clear the gap and you will come to a Stone Buzzy. Next, enter the door next to the two blocks that is also next to a Cherbil. Turn right and go past the pipe above your head past the next 3 pipes. Go through the door at the end of the first stage (not chapter, but rather the area you first arrive in). Go to the Light Blue door and select chapter 5-2. Talk to the sales clerk at the counter and select "Buy a Catch Card SP" then say "yes" he'll give you the card, then say "no" when he asks if you want more Catch Card SPs.Īfter you have a Catch Card SP, leave the shop use the return Pipe Merlon gave you in the beginning of the game which will return you to the top of Flipside Tower. With 100 coins, go to Flopside's first floor through the blasted wall and enter the card shop called Fondest Hopes. If you don't have 100 coins just beat chapter 1 again and defeat all enemies you'll probably have 100 coins then. This coin exploit lets you buy the rest of the treasure maps and enemy catch cards. Unlock Flopside, beat chapter 5 and have 100 coins (to start the exploit) or some Catch Card SPs. ![]()
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