Paper Mario

The Thousand-Year Door

Guide, Walkthrough, and FAQ

By Todd

Table of Contents:

Update Dates

Statement from... Me!

The Game

1.The story of the Thousand-Year Door

2.Important Characters

a.Good

b.Bad

c.Mario’s Partners

3.Controls

a.Basic controls

b.Jump and Hammer

c.Plane, Paper, Tube and Boat Modes

4.Battling

a.Battle Turns

b.Striking First

c.Victory and Loss

d.Battle Commands

e.Action Commands Offensive and Defensive

f.Star Power

g.The Audience and Stylish Moves

h.Bingo!

i.Leveling up and Bonuses

j.Things to look out for

5.Badges

a.Basics of Badges, battle and field

b.Getting more Badges

6.Mario’s Partners

7.Walkthrough

a.Prologue “A Rogue’s Welcome”

b.Chapter 1 “Castle and Dragon”

c.Chapter 2 “The Great Boggly Tree”

d.Chapter 3 “Of Glitz and Glory”

e.Chapter 4 “For Pigs the Bell Tolls”

f.Chapter 5 “The Key to Pirates”

g.Chapter 6 “3 Days of Excess”

h.Chapter 7 “Mario Shoots the Moon”

i.Chapter 8 “The Thousand-Year Door”

Information Journal

1.Tattle Log
2.Status Effects

3.Badges

4.Special Moves

5.Shine Sprites

6.Star Pieces

7.Items

8.Shop Lists

9.Zess T’s Menu

10.Trouble Center

11.The Pit of 100 Trials

FAQ’s

Disclaimer, Credits, and Terms of Use

Update Days

5/28/05: Started the whole thing! Did the statement from me, the story of the Thousand-Year Door, the important characters, controls, and battle basics.

5/29/05: Did the Badges Section and the Mario’s Partners section. Ready to start the Walkthrough!

8/03/05: Started the Information Journal, finished the Tattle Log, Status Effects, and the Badges.

8/4/05: Did Special Moves and Shine Sprites, the Information Journal is almost finished!

8/5/05: Did a complete Shpealin’ an’ Grammer Check. Plus finished the Star Pieces and Items list.

8/6/05: Finished the Shop Lists, Zess T’s Menu, the Trouble Center, and the Pit of 100 Trials sections.

8/7/05: Did the Disclaimer, Credits, and Terms of Use section, as well as the Secrets section. Also started the actual Guide, finished the Prologue, and started Chapter 1.

8/8/05: Finished Chapter 1. Started Chapter 2.

8/9/05: Finished Chapters 2, 3, and 4.

9/5/05: Grammer and other check!

9/21/05: Turned the things that needed to be into tables, now they should be easier to read! (This included shop lists and boss fight boxes, etc...)

9/22/05: Finished the tables. The rest will be added as I type them.

10/30/05: Started and Finished Chapters 5 and 6.

11/1/05: Started and Finished Chapter 7 started Chapter 8.

11/2/05: Finished Chapter 8 and the Guide part of the FAQ. Also added the FAQ section. Need it otherwise I can’t call this an FAQ slash guide slash walkthrough!

-Finished November 2, 2005-

Statement from......Me!

Ok! This is obviously an FAQ slash Guide slash Walkthrough thingie for Paper Mario: The Thousand-Year Door. It does not have cheat codes, secrets, or any of that stuff. But otherwise this is just a straight-through FAQ/Guide/Walkthrough. Ok, ‘dat’s all. ^^

The Game

1.The Story of the Thousand-Year Door
An awfully long time ago in a strange and far-off land, a big bustling town thrived. All of its residents lived very happy lives, and it is said that the town was very prosperous. But one day, tragedy befell this blessed place. A great cataclysm struck the town and its people. Darkness filled the skies, and the earth roared and shook. It was as if the very world had come to a violent end. And in but a single night, the town sank into the depths of the Earth. As the centuries passed, the town’s existence passed into fable. Yet in recent years, word has spread of a thousand-year door hidden beneath the city of Rogueport. What’s behind the door, no one knows for certain. Could it hold a legendary treasure? A powerful relic? Mustard of Doom? There’s only one way to find out...

2.Important Characters

a.Good

Mario: That Lustrous Facial hair, those stylin’ blue overalls, there’s only one Mario. When our intrepid hero receives a request from Princess Peach to help her search for the Thousand-Year Door, he abandons his brother (again) and sets sail for the town of Rogueport. During the game, Mario is also known as “Murphy”, “Marty-o”, “The Great Gonzalas”, and “Luigi”.

Peach: While on vacation, Princess Peach wisely decides to wander off on her own. Rarely one to get into trouble, the princess is, surprisingly, nowhere to be found when Mario arrives in Rogueport. What could have possibly happened to her?

Luigi: Left behind once again, Luigi stays home only to later receive another letter from a different far-off kingdom. During Mario’s adventure you can talk to Luigi to see what he’s been up to.

Punio: A member of the Puni tribe. Small in stature, but when fighting the Jabbis, he and the rest of the Punies easily take them down.

Flavio: The rich and famous Flavio. Though he seems like a pompous blow-hard, he comes in handy when he needs to.

Professor Frankly: A professor at U Goom, and Goombella’s old archeology professor. He tells Mario and his partners the story of the Thousand-Year Door, and how to get to the locations of each Crystal Star. Plus he has his own great theme music!

b.Bad

Sir Grodus: Sir Grodus is also searching for the Thousand-Year Door. As you can probably tell, he’s the bad guy in this tale (the huge, computerized cranium is a dead giveaway). He rules the nefarious X-Naut organization with an iron fist and a scary-looking scepter.
 
 

Bowser: When he finds out that Princess Peach is missing, Bowser immediately sets out to find the damsel in distress (with the intention of kidnapping her himself, of course). Along the way, he’s sure to run into his long-time nemesis...
 
 

Lord Crump: The man right underneath Sir Grodus, Lord Crump is the main guy in charge of getting the Crystal Stars. On his own, he is no threat at all, but will he always be alone?
 
 

Beldam: The eldest sister of the Shadow Sirens. She likes to use magic attacks, and her blizzard attack has an attack force that is double.
 
 

Marilyn: The second Shadow Siren, Marilyn is the strongest Shadow Siren. She uses a thunderbolt attack, and she can also boost her attack power for one turn; try hitting her first!
 
 

c.Mario’s Partners

Goombella: Goombella is the first companion to join Mario on his journey. She’s a smart (though somewhat sassy) Goomba girl with aspirations of becoming an archaeologist.
 
 

Koops: Koops is a timid Koopa who wants to be tougher for his girlfriend, Koopie Koo.
 
 

Madame Flurrie: Flurrie is a former stage star, and a cloud spirit who can control the wind.
 
 

Yoshi: You’ll name this newborn Yoshi yourself when he hatches in Chapter 3, but for the sake of clarity, I’ll refer to him by the name of his species.
 
 

Vivian: Vivian is one of the Shadow Sirens that work for Sir Grodus, but she joins Mario when he shows her an act of kindness. Though she suffers from an inferiority complex, she’s perhaps the best partner in the game.
 
 

Admiral Bobbery: Admiral Bobbery is a salty old Bob-omb sailor who was once married to the lovely Scarlette.
 
 

Ms. Mowz: To convince Ms. Mowz to join your party, you must complete the Elusive Badge sidequest that’s posted in the Trouble Center after Chapter 4. Ms. Mowz is an optional partner in the game, but it’s always useful to have an extra fighter just in case.
 
 

3.Controls

a.Basic Controls

Button
What It Does
A
Jump, talk, and examine
B
Use Hammer
C-Stick
Nothing
X
Use Partner’s Ability
Y
Use Plane/Boat Ability (in appropriate spots)
R
Use Paper/Tube Ability
L
Nothing
Analogue Stick
Move
Start
Access Pause Menu/Mario
Z
Show Stats
D-Up
Access Gear Menu
D-Left
Access Party Menu
D-Right
Access Badges Menu
D-Down
Access Journal Menu

b.Jump & Hammer

At the beginning of the game, both your Boots and Hammer are at level one. All you can do with them is jump and hit.

In Chapter 2 you get the level-2 Boots, which allow you to spin jump. In the field they allow you to break through barriers in the ground, and uncover hidden Star Pieces.

In Chapter 6 you get the level-3 Boots, which allow you to Super Jump. This allows you to reach bars or pipes suspended in the air, or knock objects off shelves you can stand under

In Chapter 3 you get the level-2 Hammer, which allows you to do a spin hit. With that you can destroy large Yellow Blocks.

Before Chapter 7 you get the level-3 Hammer. With it, Mario spins much more, and now you can also break small and large gray blocks.

c.Plane, Paper, Tube, & Boat Modes

During his adventure, Mario finds Black chests that require a Black Key to open. When you find the keys and take them to the chests, they will open and “curse” Mario with one of the Paper abilities. Also when you complete certain Trouble Center requests, you can unlock paper ability games at the Pianta Parlor.
 
 

The Plane ability: In the Prologue, Mario gains the ability to turn into a paper plane. To do this, Mario must be standing on a Paper plane tile. Once on it press “Y” and Mario will turn into a paper plane, whitc you control by tilting left and right on the analog stick to fly. You can turn back by either landing, or pressing “B”.
 
 

The Paper ability: In Chapter 1, Mario gains the ability to become flat like a piece of paper. You can use this ability wherever you like, just press and hold the “R” button, and Mario will be flat like paper. This allows him to slip between flat things, like metal bars. To turn back, just stop holding “R”!
 
 

The Paper Tube ability: In Chapter 4, Mario gains the ability to become like a paper tube. You can use this ability wherever you’d like. Just press and hold “R” to become a piece of paper, then move your analog stick in a circle to become a tube. (You no longer need to hold “R”.) As a tube you can move around more quickly, and get under low places. To turn back just press “B”.
 
 

The Boat ability: In Chapter 5, Mario gains the ability to become a paper boat. To use this ability, stand on a boat panel and press “Y”, and Mario will fall in the water as a boat. While a boat, Mario can float anywhere the water he is in connects to. Just watch out for waves and whirlpools. To change back just press “Y” while next to a boat panel.
 
 

4.Battling

a.Battle Turns

When battling, it’s important to know what order things work in, here’s how it goes:

Lead person’s turnàBehind Person’s TurnàEnemies' Turn

(Whomever you         (Whomever is in the     (They tend to

have in the lead             back)                           go from the 

position)                                                              front back)

b. Striking First

While in the field, the enemies will roam about around you. If you jump on one or hit it with your hammer, you can perform a first strike, but remember, all other things apply, so if you get a first strike while jumping on a spiked enemy and not wearing the Spike Shield badge, you will still get hurt. But getting the first strike can be good in the case of enemies you need to flip over, like Buzzy Beetle.

Also watch out, if you're not wearing the Chill Out badge, your enemies can get the first strike. If they do, you can still guard, but be quick: the first strike is right at the start of battle, as the enemy will move as the curtain rises!

c. Victory and Loss

When you defeat an enemy, not only does the crowd cheer for you, but you also get Star Points, Coins, and possibly HP, FP, or items! But be wary, if Mario loses all of his HP, you’ll get a Game Over, and you’ll have to start all the way back at your last save point, so save often!

d. Battle Commands

Battle Commands are basically what you and your partner can do. All of Mario’s commands are listed below. Mario’s Partners also have Item, Tactics and Attack commands. But they have different attacks; to see them, look below in the Partner’s section.

Jump: The move Mario is mostly known for, Mario will run over and jump on the targeted enemy. But watch out for spiked, toothed, or flaming enemies; unless you're wearing the proper badges, Mario can get hurt. As you get higher leveled boots and/or wear jump-related badges Mario can use special jump attacks. For example, when Mario wears and uses the Multibounce badge, he can jump on all the enemies on the stage.

Hammer: Mario’s been known to swing a hammer since the Donkey Kong days. When you select the Hammer attack, Mario will run over and hit the closest grounded (or near grounded) enemy. Mario can only attack the leading ground or near-grounded enemy. Once Mario gets higher level hammers, he can cause the enemy he attacks to fly back and hit the others. Some badges allow Mario to have a higher attack power, like with the Power Smash Badge. Add effects like the Head Rattle Badge, attack all the ground based enemies like with Quake Hammer, or attack any enemy, no matter how far back they are or if they are in the air with the Hammer Throw Badge.

Items: If Mario or his partner select this battle command, it allows them to use any of the items you have in stock. The type of items go as followed:

Healing: Replenishes you or your partners HP or FP.

Attack: Attacks the enemy.

Stat Effect: Causes you, your partner, or your enemy to get a stat effect. For example, Sleepy Sheep causes your enemies to fall asleep.

Mystery: A strange item, it randomly uses one of the above kinds of items.

Special: Along his adventure, Mario will pick up the seven Crystal Stars, each giving him a Special ability (You can see them listed under “Special Abilities). Mario gets his first Special ability after the first time he visits the Thousand-Year Door.  Special abilities require Star Power, so watch your meter.

Tactics: The tactics menu gives Mario or his Partner a choice of things other than attacking. They are as followed:

Swap Partner: This allows you to change the active partner on the battlefield. If you have the Quick Change badge on, you can still take a turn after switching.

Appeal: This command will have Mario or his partner appeal to the crowd, replenishing your star meter. This works even better if you are wearing the Super Appeal or Super Appeal P badges.

Defend: This will cause the person using it to get in a ready position, and will reduce the amount of damage they take. You can still press “A” to defend to reduce the damage even more.

Run Away: If you are in a normal battle (a non-boss battle) and you don’t think you can take on the opponents (like when you're facing four Frost Piranhas at once), you can choose to run away. Once you do, press “A” as many times as you can to increase your chances of escaping. But if you do, you will lose coins.

Charge: If you are wearing the Charge or Charge P badge(s) Mario or his partner can charge up their attack power for the next turn. But you must be wearing the Charge or Charge P badge(s), or Charge will not be on your tactics menu.

e. Action Commands, Offensive and Defensive

Offensive:

In battle, Action Commands are important. For example, let’s say you're fighting a Spiked Goomba, which has 0 defense. Without doing the action command correctly, your hammer attack (the level-1 hammer) will only do 1 damage, but by doing the action commands, you can deal 2 damage. There are four kinds of offensive action commands:

Counting Down: For some attacks you must tilt the analog stick left until the star appears. Once it does, let the stick go, and the attack will commence.

Timing: For most aerial attacks you must time your action command correctly and press “A” just before you land on the enemy. Timing is important, so practice so you can get it correct every time.

Aiming Attacks: For these action commands you must place a small cursor inside a slightly large circle. For some attacks, like Goombella’s Tattle, you must simply press “A” when the cursor is inside the circle, but for attacks like Flurrie’s Body Slam, you must control the cursor and keep it inside the circle.

Button Mashing: For the rest of the attacks, you must press buttons. There are three forms of this: 1. Pressing one button many times. 2. Pressing and holding a single button. 3. Pressing out a whole sequence of buttons.

For each partner’s attack, I have listed the action commands with the attack in the Partner’s section.

Defensive:

The defensive action command is less complicated. All it is, is timing. When it’s the enemies turn, and they are about to attack, you must time it correctly and press “A” to perform a guard action command. Each different kind of attack requires different timing, so keep practicing. Also, instead of guarding, you can press “B” to perform a superguard action command, but the timing has to be more precise. I find it to be a bit difficult, except against weaker enemies like Goomba. But be careful when using the superguard, because if you don’t do it right, you will be attacked head-on with no guard whatsoever.

f. Star Power

Star Power is an important factor in battling; you need Star Power to use special moves. Once you use a special move, your star power is used. To refuel it, you need to entertain the audience to get star power back, or sleep at an inn.

g. The audience and Stylish Moves

During all of your fights after you visit the Thousand-Year Door for the first time, there will be an audience watching the whole thing. If you do good things, more people will show up, and you can get more Star Power. Sometimes you will have fans who will throw you items, HP, or FP. But not everybody likes Mario, and they will throw stuff at you and make you lose HP! When someone in your audience is going to throw something, you will hear a little tone, and the “X” button will appear near your active character. When this happens, quickly scan your audience to see what is being thrown. If it is a useful item or a piece of HP or FP, just leave them alone and they will throw it to you. (If they are throwing an item, and your bag is full, they will miss you and the item will disappear.) But if it is something bad, quickly press “X” and your active character will go into the audience and get rid of the troublemaker. Here is a list of the people who will appear in your audience, and what they do:

Shy Guys: They are there from the beginning. They do interesting things. Sometimes, one will run onstage and either cause something to fall, or make it foggy, so it is harder for Mario, his partner, and the enemies (including bosses) to make an attack connect.

Toads: They are with you from the beginning, all they will do is occasionally throw you something good.

Hammer Brothers: They are with you from the beginning. They will sometimes through hammers at you.

Goombas: They show up about the time you get to the Petal Meadows. They will sometimes throw cans or rocks at you.

Koopa Troopas: They show up around the time you get to Petalberg. They will either throw you a Courage Shell, or in times of plight in the audience, they will hide in their shells for a short time, so they won’t be able to see the show, so that means less SP.

Dull Bones: When you get to Hooktail Castle, they will become part of your audience. They will sometimes throw bones at you.

Punies: Once you free all the Punies in the Great Tree, the Punies will join the audience. They will sometimes throw something good to Mario. If something falls into the audience, though, they will all run away.

X-Nauts: Sometime during your adventure in the Great Tree, X-Nauts will join. They will either throw a can at you or a rock. If they are to throw a rock, every X-Naut in the audience will have a rock, but if you press “X” in time, the others will put their rocks away, and you will only be rid of one.

Piranha Plants: I believe they join during Chapter 2. Piranha Plants won’t throw anything at you, but they are still troublemakers. Eventually while they are watching, if they audience member next to them is small and tasty, like a Puni, they will eat it! Thus reducing your audience down by 1. Also Piranha Plants don’t jump in the air like everybody else, duh!

Bulky Bob-ombs: Once you start fighting in Glitzville, Bulky Bob-ombs will join up. Bulky Bob-ombs take up two seats at a time (so an audience full of them will only be half your total capacity). Bulky Bob-ombs don’t throw anything, but if they get bored or something disturbs them, they will light their fuse, and after a while, if they are still there, they will explode, taking most of your audience with them. Also if a Bulky Bob-omb explodes near other Bulky Bob-ombs, the others with explode in a chain reaction. Bulky Bob-ombs also make it impossible to see any audience members directly in front of them, so be wary when an audience member is sitting in front of one, and is about to throw something at you. You can press “X” while the object is in the air if need be.

Crazee Dayzee: They will join your audience as you trek Twilight Trail. They won’t throw anything, but sometimes they will sing and put most of your audience to sleep. Don’t worry, they will eventually wake up.

Boos: Once you open the box ‘o Boos in Creepy Steeple, Boos will join your audience. Boos don’t throw anything, but sometimes they will come onstage and turn you, your partner, or one of your enemies invisible for one turn. This can be annoying at times when they turn your opponent invisible. Don’t worry, though, the effect doesn’t work on bosses.

Luigi: Luigi?! Luigi is with you from the beginning, and occasionally throws items to you. But if Luigi is on some other big quest, how can he be here watching Mario?

Stylish Moves: If you press the “A” button at the correct time during an attack, you will perform a stylish move, which your audience members will love, giving you more Star Power. If you have a hard time getting stylish moves right, just wear the Timing Tutor badge, it’ll tell you when to press “A”.

h. Bingo!

When you do action commands correctly, icons appear next to your Star Power gauge. If one that matches it appears next to it, after you perform another action command a slot machine-type thing will pop up with the two symbols, you must time and press “A” at the correct time to get three symbols in a row, unless they are Poison Mushrooms. Here is a list of the possible outcomes:

3 Mushrooms: Recover all HP, and fill the audience.

3 Flowers: Recover all FP, and fill the audience.

3 Stars: Recover all Star power, and fill the audience.

3 Shine Sprites: Recover all HP, FP, and Star power, and fill the audience.

3 Poison Mushrooms: Lose half your total HP, FP, and Star power, plus your audience will run away.

i. Leveling up and Bonuses

After each battle you partake in, you will receive Star Points. Once you accumulate 100 Star Points, Mario levels up one level. When Mario levels up you can choose to either increase total HP by 5 points, increase total FP by 5 points, or increase total Badge Points by 3 points. And for every 10 levels Mario reaches, his stage becomes better looking with more stuff, and his audience capacity increases by 50 people.
j. Things to look out for

Now that the basics of battling are out of the way, here are some last pointers to consider while battling:

1.It’s usually wise to attack the strongest enemy first, or the one you have the hardest time defending against.

2.Usually the enemies with higher defenses, like Koopa Troopas or Clefts, you can flip over. You can do this by either jumping on them or using Quake Hammer. Once you do this their defense goes to 0 and they are completely vulnerable.

3.Use Life Shrooms. Life Shrooms are one of the most useful items there is. If Mario or his partner faints in battle, the Life Shroom will automatically activate, reviving the one who fainted and giving them 10 HP. Life Shrooms are expensive, though, so save them for those tough battles.

4.Watch out for items. Sometimes an enemy will come into battle holding an item. If this is the case, attack it first. Items used against you can be bad, and are harder to defend against. Also if you win the battle, you might be able to pick the item up afterward.

5.Watch out for stage problems. As you level up, your stage gets better and worse in some ways. Here are some of the things you need to watch out for:

Falling stuff: Sometimes random things will fall onstage, either on Mario, his partner, an enemy, or in the audience. Most of it is random, ranging from giant forks, buckets, and fish-like things. Some of the falling objects can give status effects too: the fish-like things can cause confuse status, or the lights can cause an electrified status.

Water: Water can be a good or bad thing. If it falls on Mario, his partner, or the enemy, it cures all status problems like confuse or poison. If it falls in the audience, it’s treated like any kind of falling object.

Scenery: Sometimes if the ground is shaken a lot, or something heavy falls or hits the stage, the scenery will fall and hit whoever it’s above. Sometimes it’ll be on one side of the stage, or the whole stage. You can tell when it’s going to fall because it will be rocking back and forth.

Special Effects: When your stage is updated, when battles start you will see a fog machine, flamethrower, or fire crackers go off. But if during the battle, the things that project them fall down, they can fire at you or your opponent.  If the fog machines go off and they are pointing at Mario, his partner, or an enemy, they might get a frozen status for a turn, also the stage may become foggy and it’ll be harder for anyone to hit their targets. If they are pointed at someone and the firecrackers go off, it will hurt the person they are pointed at, and sometimes give them a burn status. The flamethrower will give you a burn status, as well as causing some hefty damage.

5.Badges

a.Basics of Badges, battle and field

During your adventure you will come across a variety of badges that all give Mario or his partner new attacks, special defenses, or in some cases, new looks. For a list of all the badges, look below in the badge section of the information journal.

In Battle: Most badges are to be used in battle. Some give Mario new jump attacks or new hammer attacks. Some up the total HP or FP he has, and some just give Mario or his partner a higher defense or attack power.

In the field: Most field badges are just for fun, like the W Emblem or the Attack FX B. Some can be more useful, like the Bump Attack badge, which allows you to defeat weak enemies without battling.

Equipping badges:

Equipping a badge is easy, just press “Start” or Right on the D-pad to access the badge menu. Once there just go down to the badge you want to equip and press “A”, and if you have enough badge power (BP) the badge will be equipped. If you don’t have enough, unequip enough badges to give you enough, or wait to level up to increase your total BP by 3. To unequip a badge, just put the cursor next to the one you want to unequip and press “A”, and it will be unequipped.

b. Getting more Badges

Once you see the great benefits you get from badges, you will probably want to get more. There are four easy ways to find badges:

Trade: In the town area of the Rogueport Sewers there is a blue-dressed fella’ named Dazzle. You can trade Star Pieces to Dazzle for badges. So to get all the badges he has, you need to get all 100 Star Pieces.

Purchase: You can purchase badges from two locations in Rogueport. Charlieton, who wanders Rogueport square, sells badges, but at a high price. Also the Lovely Howz of Badges, located above Zess T.’s house, sells a bunch of badges you can’t get anywhere else. The badges they have on the shelves are on sale, but the rest in stock cost a pretty penny.

Win: In the Pianta Parlor, located on the west side of Rogueport, you can trade in the Pianta Tokens that you win for badges that you can’t get anywhere else. Plus you can win other prizes.

Find: Any other badges that you don’t have from the above three you must find out in all the places you visit.  Nine of those badges are located in The Pit of 100 Trials, they are some of the harder ones to get, but they are quite useful.

6.Mario’s Partners

During his adventure, Mario will gain the help of 6 (or 7) partners. They each are different and each has different abilities and battling moves. They each have an ability that you can use in the field by pressing “X”. Each partner starts with 2 attacks, but can each level up twice and gain an attack each time. You can level them up by giving a Shine Sprite to Merlon in eastern Rogueport.  Here is a look at what each of them can do:

Goombella: In the prologue Goombella will join Mario’s party. When you press “X” with her out as your partner, Goombella will tell you a little about your current location, and she can give you hints about anything. Also if you are standing next to someone, she will tell you about that person.

Level 1 attacks:

Headbonk: Goombella will run over and headbonk the chosen opponent. It works just like Mario’s Jump.

Tattle: When Goombella uses her tattle attack you must press “A” when the cursor is in the middle of the large circle. When done correctly, Goombella will tell you about that enemy. Also you can now see the enemy’s HP, and will see it every time you fight that enemy.

Level 2 attack:

Multibonk: Same as Headbonk, except if you get the action command correctly, Goombella will continue to headbonk until you miss an action command.

Level 3 attack:

Rally Wink: To do this, you must continuously press “A” or “B”, it depends on which is shown, it will alternate. When done correctly, Rally Wink will allow Mario to take a second turn, whether he has attacked yet or not.

Koops: In Chapter 1, Koops will join Mario’s party. When you press “X” Mario will shoot Koops in his shell a short distance. If you press and hold “X”, Mario will shoot Koops and Koops will stay in place and Mario can move about while Koops stays there.

Level 1 Attacks:

Shell Toss: To do Shell Toss, you must hold left on the analogue stick until the star appears, when it does let go and Koops will fly into the front most opponent.

Power Shell: Power Shell is basically the same as the Shell Toss accept for 2 differences. To do the Power Shell you must hold left and let go in a different fashion than the Shell Toss. And second, the Power Shell hits all of the ground-based foes on the stage.

Level 2 Attack:

Shell Shield: To do Shell Shield you must press “A” when the OK needle is in the red. The Shell Shield will protect Mario from receiving a certain amount of damage. I have no idea where Koops pulls that giant shell from.

Level 3 Attack:

Shell Slam: To do the Shell Slam you must click left on the analogue stick until you fill the meter. When you do, Koops will fly over and hit every ground-based enemy, and do damage as if they all had 0 defense.

Madame Flurrie: In Chapter 2, Mario gains the help of the cloud spirit, Madame Flurrie. In the field, if you press “X” with Flurrie out, the wind spirit will begin to blow large amounts of air. With this you can blow away certain barriers or spin enemies around, causing them to be temporarily immobile.

Level 1 Attacks:

Body Slam: To do this, you must move the small cursor into the circle, and keep it there. Once done correctly, Flurrie will slam her...self into the chosen enemy.

Gale Force: To do Gale Force you must press and hold “A” at the correct times. When done correctly, Flurrie's gusts of wind may blow away none to all of the non-boss enemies onstage!

Level 2 Attack:

Lip Lock: To do Lip Lock you must press and hold “A” only while the star is lit up. Once done, all the HP you take from the enemy will be added to Flurrie’s HP.

Level 3 Attack:

Dodgy Fog: Dodgy Fog is done by tilting the analog stick in the appropriate directions at the correct time. If you do it right, it will cause Mario to be dodgy, and he will be unable to be attacked for a few rounds.

Yoshi: During Chapter 3, Mario will find an egg, eventually it will hatch to be a Yoshi, which you can then name whatever you wish. Yoshi’s color is random. In the field, if you press “X”, Mario will hop on top of Yoshi be able to ride it around a lot quicker than walking. Also if you press “A” you can hover in the air for a short time.

Level 1 Attacks:

Ground Pound: To do this you must continuously press “R” to fill the meter. After you do that, Yoshi will attack the chosen opponent with a ground pound multiple times.

Gulp: Gulp is easy to do, all you have to do is press and hold “R” until the star appears. Once done Yoshi will eat the frontmost opponent and spit it out at the opponents behind it. This is really useful against enemies with high defenses.

Level 2 Attack:

Mini-egg: To do Mini-Egg, you must press “A” when the stars light up. After that, Yoshi will throw eggs at the opponents, sometimes shrinking them, reducing their attack power.

Level 3 Attack:

Stampede: Stampede is a fun attack that will call a heard of Yoshis to attack all the enemies. To do it, just alternate pressing “L” and “R". The more you fill the gauge, the more Yoshis will show up.

Vivian: Though Mario fights her in Chapter 2, in Chapter 4 Mario convinces Vivian to join the party. In the field if you press “X” Vivian will pull Mario into the shadows, allowing them both to avoid any enemy. Unfortunately, you can’t move around while down there.

Level 1 Attacks:

Shade Fist: Shade Fist will have you press a random button, ranging from “A”, “B”, ”X”, and “Y”. Once done, Vivian will punch the chosen enemy (from any height) and if you did the action command correctly, the enemy will have a burn condition for a few turns.

Veil: Veil is one of few attacks where you must press a sequence of buttons for it to work. If you do it right, Vivian will pull Mario into the shadows to avoid all attacks for that turn. The downside is that to reemerge takes up your next turn, so save Veil for those powered up, strong attacks.

Level 2 Attack:

Fiery Jinx: One of my favorite attacks, Fiery Jinx requires you to press a sequence of buttons. If you do it right, all the enemies onstage will be attacked with a flame attack, and if the action command was right, they will have a burn condition for a few turns.

Level 3 Attack:

Infatuate: Infatuate is done in an odd way. You must press “A” the moment a heart appears above the enemy. If you time it right, Vivian will blow a kiss to the opponent and confuse them for a few turns. You can attack all the enemies at once with this.

Admiral Bobbery: In Chapter 5, after you give him the Chuckola Cola and hit him with a hammer, Admiral Bobbery will join Mario’s Party. In the field, if you press “X” with Bobbery by your side, Mario will throw Bobbery and Bobbery will light his fuse, walk a few steps, and blow up.

Level 1 Attacks:

Bomb: Bobbery’s Action commands are fairly easy. To do Bomb, simply press and hold “A” until the star appears, and Bobbery will explode next to the frontmost enemy.

Bomb Squad: This one is a little different, to do it you must press and aim with “A” when the circle is in the area where you want to throw the mini-bombs, and Bobbery will throw them. At the end of the next round, the bombs will explode, damaging all the nearby enemies.

Level 2 Attack:

Hold Fast: To do Hold Fast, you must time and press “A” when the circles light up. Once done, Bobbery will ready himself and will cause damage to all direct attackers.

Level 3 Attacks:

Bob-ombast: If you like explosions, you will like Bob-ombast. You must press “A” many times until you fill the gauge. If you do it right, Bobbery will run over and cause a large explosion, causing large damage to all the enemies onstage.

Ms. Mowz: Ms. Mowz is an optional partner. You can get her anytime after Chapter 4 by completing the Elusive Badge Trouble Center request. If you press “X” with Ms. Mowz out, she will sniff the air, and if there is any hidden treasure around, she’ll let you know.

Level 1 Attacks:

Love Slap: To do Love Slap, you must quickly move the analog stick left and right to fill the gauge. Once done Ms. Mowz will slap the chosen enemy a couple times, and ignore their defense.

Kiss Thief: Kiss Thief requires timing. You must press “A” after the gauge gets past “OK” but before it gets to the end of the bar. If you do it right, Ms. Mowz will steal the enemy’s item or badge.

Level 2 Attack:

Tease: To do this move, you must alternate pressing and releasing the “A” button. If you do it right, Ms. Mowz will confuse the enemy for a few rounds.

Level 3 Attack:

Smooch: Smooch requires the most FP of any other move in the entire game. To do it, you must alternate pressing the “A” and “B” buttons. If you do it right, Ms. Mowz will kiss Mario and replenish 10 of his HP.

7. Walkthrough

a.Prologue “A Rogue’s Welcome”.

ROGUEPORT

         Rogueport has 5 parts: Rogueport Plaza, the west side, the east side, the pier, and the train station.

ROGUEPORT PLAZA

Enemies: None

Star Pieces: 5

Shine Sprites: 0

Items: Ultra Hammer

Rogueport Plaza is the main part of town, it is also where Goombella joins your party.

Inn: The inn is in town, you can visit it to replenish your health, and you also have to visit it with story-mode related things.

Shops:

TOAD BROS. BAZAAR
Item
Price
Fire Flower
10
Fright Mask
5
Honey Syrup
5
Mushroom
5
Sleepy Sheep
8
Tasty Tonic
3

Charlieton: Charlieton is a traveling merchant, he sells nice items and badges, but at a high price. He’ll only sell four at a time, and changes his inventory every time you leave Rogueport:

Item
Price
Attack FX G Badge
120
Boo’s Sheet
24
Double Pain Badge
36
Dried Shroom
2
Earth Quake
18
Hammerman Badge
120
Jammin’ Jelly
120
Jumpman Badge
180
Mega Rush Badge
60
Repel Cape
18
Shooting Star
36
Slow Go Badge
12
Timing Tutor Badge
120
Ultra Shroom
120
W Emblem Badge
360
Lovely Howz of Badges: The Lovely Howz of Badges is located above the Toad Bros. Bazaar. To get there, go out the door on the 2nd floor of the inn and walk a cross the catwalk, it’s the only door there. The Lovely Howz sells badges; the ones on the shelf are on sale, but to see the rest that aren’t on sale, talk to the manager. The inventory changes every time you leave Rogueport:

Badge

Normal Price
Price on Sale
Available from the beginning:
FP Drain
100
70
Happy Flower
150
105
Last Stand
50
35
Last Stand P
50
35
Piercing Blow
75
52
Power Jump
50
35
Simplifier
50
35
Super Appeal
50
35
Unsimplifier
50
35
Available after Chapter 1:
Close Call
100
70
Close Call P
100
70
Sleepy Stomp
75
52
Available after Chapter 2:
First Attack
100
70
Power Rush
50
35
Pretty Lucky P
150
105
Available after Chapter 3:
Ice Smash
75
52
Power Rush P
50
35
Shrink Stomp
75
52
Available after Chapter 4:
Damage Dodge
150
105
Head Rattle
100
70
Soft Stomp
75
52
Available after Chapter 5: