Paper Mario: The Thousand-Year Door Guide

By Pennington

Prologue
Chapter 1
Chapter 2 (NEW)

Prologue: A Rogue’s Welcome

As soon as Mario takes his first step in Rogueport, take a second to save at the block with an S on it. This save block may become useful. Now, once you’ve done so, walk towards the stairway. A cut scene will be triggered. A Goomba will show up and some purple thing will ask her some questions. Walk over to her to trigger your first battle.

Lord Crump
HP: 4
Atk: 1
Def: 0

You should defeat him in at least four turns. If you already know action commands from the first Paper Mario, try using them. After you defeat Crump, he’ll call on a bunch of these things called X-Nauts to pummel you. Follow the Goomba through the mob and leave. From there, you’ll meet Peach’s caretaker, Toadsworth, and he’ll explain that the princess has gone missing. (Watch the fight in the background for some entertainment.)

You’ll now learn that the map sent to Mario is a magical map, and Goombella, the Goomba you saved, will join your party. When she asks you to find her professor, Frankly, go to the right exit. The left exit will be blocked at some point by a Toad named Zess T, so head right. When you get there, a Bandit will steal most of your coins. To get them back, head back to the town square and make for the ally. Move left and enter the house. If spoken to, the Bandit will fork over your cash. Return to where you were in the east side of town. Go into the house closest to the beak-faced guard. A cutscene will be triggered.

Frankly will show you to the sewers. Follow him in and fight the Goombas that ambush you there. Once you’ve defeated them, head around the chunk of wall and to the moving platform. Slide down the pipe and head up the stairway to the right of the new room. Walk next to the panel with an airplane shape and drop to its right side to retrieve a Black Key. Head back up the stairs and into the room. Talk to the box and give it the key. You’ll be “cursed” and will become an airplane when you press Y on an airplane panel like what you saw outside.

Plane Controls:
Y: Turn into a plane
Control stick: Pull back to pull upward a little bit; pull too far and you’ll drop
B: Return to normal

Step onto the panel and press Y. Fly your way to the top of the block. Walk into the door. Here, you’ll see the Thousand-Year Door. Walk into the center of the room where the circular stone is. A cutscene will play and you’ll learn to use Sweet Treat. Frankly will explain how it works back at his place.

Now, we know you’re supposed to go to the sewers again, but I suggest walking back to where you fought Crump. Go towards the right as soon as you come off the stairs. Talk to the green Ratooey there. Give him all 100 coins you have. I know, you think I’m crazy, but at the end of the game, you’ll be rich.

Now, head back underground. There, take a right and fly on the plane panel to the door. Hit the tentacle sticking out of the water to initiate battle with a Blooper.

Blooper
HP: 12
Atk: 1
Def: 0
Right tentacle and left tentacle each have their own HP.

The Blooper will cause two platforms to appear across the water. Jump across to the pipe. Head down to start Chapter 1.
 

Chapter 1: Castles and Dragons

A flower-filled meadow? Mario is getting soft! You may think that on your first time setting eyes on Petal meadows. But, then you'll notice the giant shadow casting over you as the giant, monstrous, man-eating dragon flies towards its castle with its villager lunch. Now what do you think? Whatever you think, you should just move towards the next screen. Pick up the Close Call badge and head behind the pipe. If you see the blue striped candy cane, hit it with your hammer repeatedly to reveal a Horsetail. This replenishes FP. Head to the next screen and examine the bushes that are closest to the fence. They should part to reveal a pipe. Go down and hop along the hills to flick the ! Switch. A bridge will appear. Walk across it and to Petalburg.

Talk to the gatekeeper a t the end of town. He’ll say you need the mayor’s permission in order to pass to Shwonk Fortress. (What's a Shwonk anyway?) Head to the pink house and talk to Mayor Kroop. He’ll explain everything. Now head through the gates to Shwonk Fortress.

As soon as you get to the first screen of Shwonk Fortress, pick up the POW Block from the ? Block. Go into the first section of the fort and examine the statues. The statues will come to life and attack. Use your POW Block to defeat them in a single hit. Now leave that door and head back outside. Examine the bushes closest to the next chamber's door. Grab the POW Block again and hurry inside. Activate another battle with the Bristles there. Use the POW again to do the same as last time. Head out the door and into the final chamber. Examine the Thwomp and it will quiz you. The answers are:

1)      Stone Keys
2)      12 Coins
3)      Kroop
4)      Hooktail Castle
5)      Through a Pipe
6)      Koopa Troopas
7)      Question Seven

Head through the left and right tunnels to acquire the Sun and Moon Stones, head back to the center chamber. There, a Gold Fuzzy will attack.

Gold Fuzzy
HP: 10
Atk: 1
Def: 0
Fuzzy Horde
HP: 20
Atk: 1 per Fuzzy
Def: 0

Head back through the fortress and to Petal Meadows. Koops, a weary Koopa, will join your party. Now head to the stones near Hooktail Castle. Place the Moon Stone in left and Sun Stone in right. For the switches that appear, get on the right side of the right switch and press and hold X. While Koops is spinning, move without letting go of X to the other switch. Simultaneously press B and let go of X. Follow the pipe to the castle.

Your first thought now may be something like “This will be sooo easy!” Well, it may not be. If you’re already an experienced player, this may be easy. But if this is your first time playing a game like this, think again.

Well, first jump onto the spring pad to bounce to the top of the room. Pay the money shown at the top of the gold Heart Block. In case you don’t know yet, they fill your HP and FP, and your partners' HP. Head to the right and open the doorway. Use the plane panel to fly across the gap in the bridge below. Head through the door and avoid the Paratroopas and Koopas as you make your way to the Power Bounce badge. Walk to the next room, where all the Koopa bones are lieing. Koops will notice some bones and think they’re his father's. When it asks if he should read the note in its hand, we suggest saying yes so that you’ll learn Hooktail’s weakness. It’s crickets. Now walk to the pile of red bones. Talk to it and it will come to life. Thousands of Dull Bones will pour into the room. Whack yourself a path with your hammer to the Red Bones. Once you get to it, a battle will start.

Red Bones
HP: 5
Atk: 3
Def: 1
Take out the pesky Dull Bones first with Koops’s Power Shell. This leaves Mario with the Red Bones. Use your hammer to whack him another 1 attack point. During his turn, he’ll either build a buddy or attack with his bones. If he does build a Dull Bones, take it out with Koops’s Power Shell if you have enough FP. If you don’t have enough, attack it with one of the two battlers. Use the other to hit the final blows.

Retrieve the Castle Key and head to the next room. Avoid the Dull Bones that will get up and attack. Make your way to where the large stone blocks are. Move down to the smaller blocks and hit the purple one. The purple block near the stone blocks should come down. Hop on top of it and then jump across the gap to the other block. Smash the wooden block. Go down to the small yellow block. Smash it so the large yellow block will move. Go to where the block was and hit the switch opposite you. When the stairs switch positions, go up them to the narrow ledge. When you see the Castle Key, nab it with Koops. Unlock the door and head to the next room.

Save at the save block and go to the next room. With Koops as your partner, hit and hold X in front of the switch there. Walk to the last barred compound and release X. Head through the hole in the wall. Talk to the black chest. After listening to it, go to the room next door. As soon as you make it to the Black Key, the ceiling will start to come down. The floor will grow spikes. To make your way through the maze, go right from the chest, up, left, down, left, up halfway, right, up and left to the door. Give the key to the chest and you’ll be cursed again. Now you can turn as thin as paper.

Paper Controls:
R: Turn thin, hold to stay thin.
A: Jump
Control Stick: Walk

Make it back through the hole and slide through the bars. Head over to the compound with the badge in it. Get the badge and immediately equip it. It costs no BP or FP. The sound it makes is a cricket, Hooktail’s weakness.

Head back to the place where the bones attacked you and your fight with the Red Bones. Go to the bars that run up and down only, not criss-cross. Skinny up and head through the bars. Run down to the other end and grab the Castle Key.

Go to the room with the save block mentioned three paragraphs ago and stand atop the green block. Hit the matching small block to activate the lift. When it stops, head to the nearest door and enter the room. Go along the hall and pound the first switch. Hit the next with Koops’s shell. In the gap without a switch, jump through the window. Walk to the left until you can’t anymore. Jump back out the window and go through the door.

Get in front of the small green block and hold Koops’s shell. Stand on top the other large block and let go. Once it rises, go to the door to your left. Mario will meet a Squeak thief named Ms. Mowz. Like most, she loves Mario’s mustache. After hitting on him for some time, she leaps out the window, leaving you to a Mushroom, Honey Syrup, a Shine Sprite (which you take to Merlon in Rogueport in exchange for a partner power-up), and a needed Castle Key.

In the room on the right, ride the lift up and walk on the narrow path to a plane panel. Slip through the bars and fly yourself to the ledge in front of the door. Head through, up the stairs, through the next door, and onto the castle top. Make it past the Koopas and the Spiky Goomba that most don’t see under tunnel. Spend the money to heal at the block and save. Make sure you have the FX R badge equipped. Walk through the door and face Hooktail.

Hooktail
HP: 20
Atk: 5
Def: 1

Hooktail’s defense drops if you have the FX R badge. Apparently, she (yes, SHE) got food poisoning from them. Hit her with Koops and your hammer, they’ll do a lot more damage than Goombella’s headbonk or your jump. Keep it up and try blocking her attacks. It won’t matter with which command, guard or superguard. When her HP hits 0, she’ll start begging. Answer no all the time, or else you’ll pay for an extra attack. After the begging, she’ll act like she’s backing off but don’t fall for her scam. She will reemerge in the crowd and devour your audience, recovering 10 HP in the process. Fight with your hammer or jump on her nose so she’ll regurgitate the members of your audience. Finish her off with your hammer or jump. Mario may not be a knight in shining armor (more like a plumber in old overalls), but he sure does know how to defeat a dragon.

Peach’s Event
You’ll be able to control Peach after each chapter. Simply walk into the room to your left and take a shower. The door to the right will open. Head down the hall to meet the X-Naut supercomputer, TEC-XX, aka, TEC. Watch the computer and Peach’s conversation.

Bowser’s Event
For Bowser, just walk to the end of the hall. Talk to the guards and examine the statues for some funny dialog. When Kammy Koopa talks to Bowser and asks about Fried Eggs, say no, they’re awful!

Walk to the Thousand-Year Door when you’re in control of Mario. Find the location of the second Star and visit Frankly. Afterwards, walk underground and head down to the room where the giant wood block is. Follow the gray bug by slipping between the bars. When it gives you a choice of saying that either you are or are not a bully, it doesn’t matter what you say. Either way, the way to Boggly Wood will open.
 

Chapter 2: The Great Boggly Tree

As soon as you follow Punio out the pipe, he will lead you in the direction of the Great Tree. Save at the block and head to the next area. There, you’ll see the three Shadow Sirens. Just walk by them after the cutscene. You may also talk to them, but they don't say anything good. Avoid the Pale Piranhas and Clefts; they become a nuisance.

Head to the area with the large tree in the background. Slip through the pipe and head on in. There, you’ll learn that the way is blocked, and you must go to find a wind spirit named Flurrie. To do so, head to the next area in the wood. Head through the hole hidden in the cliff side (if you need better clarification, call on Ms. Brain: Goombella). Head through and behind the trees to activate the switch. Walk in front of the pipe and go through. Fly on the panel to the cliff top. Note: Get the Shine Sprite with Koops, a badge in the trees by jumping in between the seventh and sixth stump behind the trees, the Quake Hammer in the red block on the cliff, and a Star Piece behind the place where the switch was.

Head on over to Flurrie’s by slipping in between the fence. When little old Punio asks for help, Flurrie will say she can’t without her necklace. If you remember, the Shadow Sirens had a necklace. Confront the three in a battle.

Beldam
HP: 9
Atk: 1
Def: 0
Marilyn
HP: 12
Atk: 2
Def: 0
Vivian
HP: 10
Atk: 1
Def:  0

The Shadow Sirens don't pose much of a threat, but can be a pain in the rump considering they’re tougher than any other enemy thus far. Take out Marilyn first, since she’s the toughest. To avoid Vivian’s attack, put Koops in front of you. If she attacks him, he’ll take no damage. Beldam, the weakest, should be the second to go. She may be weak but is also a real pain with all those shrinking and enlarging attacks. Vivian should be the last taken out.

Give Flurrie her necklace back, head back to the tree, and stand atop the root to the left of the door. The secret entrance will be revealed. Once unlocked, head in the door. As soon as you enter, two X-Nauts will attack. All you have to do is defeat them to learn the whereabouts of the other Punies.

Once you have the rundown on where the others are, head through the pipe. On this floor note the blocky counting machine. It will be important later. Head through the next pipe and dodge the Yux. Once again, go through the pipe and into the next level. Do the same thing again on the right side. You’ll appear in a cellar room. Watch the meeting of brother and sister, and head into the next room. Ms. Mowz will be waiting (if you have Flurrie as your partner, you’ll see she becomes a bit jealous) and will leave you to deal with the X-Naut guard. Finish him and grab the Ultra Shroom. Head to the Elder’s cage and unlock the lock.

Head back to the Punies with the hag- er, Elder and get the Puni Orb. Lead your herd of Punies like a good Punie rancher to the counting machine. Place the orb inside and watch the hidden pipe appear. When you go down it to the bubble pond, place the orb in the block and blow the Punies into the pond. Head over and blow them across. Before you go across, unlock the X-Nauts’ door. Head down the pipe.

On the ledge, move slowly. Switch to Koops as a Pider drops down from the ceiling. Don’t go to close, otherwise the Punies may jump. Hit it with his shell and squash that pesky insect. Go down the pipe and into the next room. Walk along the ledge slowly and take out the Piders. When you see the Badge Block, hit the air beneath it with Koops’s shell. The block under it will appear. Hop on and hit the Badge Block. The badge will fall and you’ll have to follow it. While you’re down there, walk to the left wall and blow the blue section with Flurrie to reveal a hidden shop where you can heal and stock up. If you check behind the stumps at the left of the store, you’ll see a baby Jaggi. If you let it go, he’ll join your party.

Make it back up the ledge to the door to the right. A small squad of Jaggis will attack. (Who says “Whoa Nelly!” anymore, anyway?) You may win or loose, but you can try again. Unfortunately, you can’t squash the little flies but you can daze them with Flurrie’s wind (this might daze the Punies as well). After you win the battle, go through the doorway and collect the key. Head back to the cells (you can use the door mentioned above) and free the Punies. Lead all your forces to the door left of the ledge where you retrieved your badge and watch the battle unfold. (Awesome! Fighting bugs!)

Go through the doorway to the right and place the orb in the statue. Crump will trap you and the Punies in a cage. Slip through the bars and head down the pipe.

Go to your right and hit the switch. You may want to memorize the pattern on the statues, as well (or not, since I’ll tell you anyway) and head to the room where you got the blue key. Hit the switches so it looks like Sun, Moon, Punie, Star in that order from left to right. Walk in the room that appears and get the Super Boots. You’ll meet Toadette and she’ll teach you how to use them. You may know from the first Paper Mario. Just incase you didn’t pay attention, here are the controls:

A: Jump
A in air: Spin Jump

You can use this to break floor panels and reveal hidden Star Pieces. Head back to your pals and break through the panel with your Spin Jump. Place the orb in the statue again if you took it out and blow the Punies in. Head up the pipe and in the room to the left. Go through the pipe and place the orb in the statue again. Spin jump to break the panel and blow the Punies in. Head down the pipe and down the one to the right of the next area. Go down the next pipe and hop across the statues to the other side. Go up the pipe and step on the switch. Hold Koops’s shell in the air on the left. Get off the switch and let go of Koops to activate the switch. The water will drain, allowing you to go back to the Punies and hop across the statues and lilypads. Go down the pipe against the wall and use the orb to place the Punies on another machine. The floor will lower and you’ll have a chance to heal and save.

Walk to the right area and find the Star. You finally find it, but then Crump steals it. Not only that, but he activates a time bomb! Jerk! Well, anyway, hastily make it back to the entrance and try to avoid battles. The clock will still tick. Make it there to face off with the boss, Magnus Von Grapple.

Boss: Magnus Von Grappel
HP: 30
Atk: 2
Def: 1
X-Fists
HP: 2 each

I love giant robots, especially those that have good attacks. But, I for some reason hate Magnus (probably the fact that it’s being driven by an empty-head). The robot will try to attack you with its feet at first. This attack is hard to block, but you can make it. After a while, it will detach its fists, which will hover in the air and attack you with more power than the bot itself. You can take the X-Fists out and attack the robot with Earth Tremor if you’re good.

Peach’s Event

You can take another shower to hear a new tune. When you head to TEC’s room, you’ll have to dance with a holographic image of Peach. Press the buttons in the order they appear. Not too glamorous or challenging, is it?

Bowser’s Event

This is probably the most destructive part in the game! All you do is listen to the music while Bowser destroys everything! If you eat enough, you’ll grow to fill the whole screen!

Bowser Controls:
A: Jump
B: Blow fire
A in air: Spin Jump

Also, at the end, if you’re big enough, he’ll just walk over the flagpole! No grabbing and sliding needed!

To Be Continued...

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