Paper Mario for the Brain-Dead

Walkthrough

Prologue
Chapter One
Chapter Two
Chapter Three
Chapter Four
Chapter Five
Chapter Six
Chapter Seven
Chapter Eight

Chapter One: Storming Koopa Bros. Fortress

Goomba Road (2)
Toad Town
Shooting Star Summit
Toad Town (2)
Pleasant Path
Koopa Village
Pleasant Path (2)
Koopa Bros. Fortress

Goomba Road (2)
Item: Sleepy Sheep
Badge: Hammer Throw

After the cut scene, you'll find yourself in the area you were in the process of entering when Kammy flew off. Walk down the stair-like terrain, and look to go south when the game allows it. You'll find a Sleepy Sheep in a ? Block. Continue east and Hammer the tree to the north. A Spring will fall to the ground. Use it to bounce on top of the red roof to the east, and collect the Hammer Throw Badge in the chest on top. Take the east exit and you'll have made it to Toad Town.

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Toad Town
Items: Fire Flower, Fright Jar, Honey Syrup, Mushroom, POW, Sleepy Sheep

Although there is a lot to do in Toad Town, there's not much that you have to do to move on with your quest. Check the store if you want a Fright Jar, Sleepy Sheep, POW, Fire Flower, Honey Syrup, or Mushroom, then take the east exit. Hammer the tree just to the north of the entrance to this panel for a Star Piece. Now exit through the star door to the north to head towards Shooting Star Summit.

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Shooting Star Summit
Boss: Magikoopa
Item: Lucky Star
Badges: Attack FX A, Chill Out, Feeling Fine, Flower Finder, Flower Saver, Happy Flower, Happy Heart, Heart Finder, HP Drain, Money Money, Pay Off, Peekaboo, Power Plus, Pretty Lucky, Zap Tap

Head east over the bridge and take the exit. Continue east, and when the path divides into routes going up and down, head down. Take the east exit and you'll find a house. Merluvlee and Merlow live inside. Merluvlee won't be much help to you because all she'll do is tell you where to find Star Pieces, which is what I'm doing. Merlow, up the stairs on the east side of the house, might be of use, however, as he sells lots of Badges. You can't buy much right now, but be sure to check back when you've earned more Star Pieces. Personally, I suggest you save up until you can afford the Power Plus Badge at twenty-five Star Pieces, but hey, you can do what you want.

Leave the house and head west until you reach the divide again. This time, take the top path. In the next area, head west and you'll find a Star Piece on the ground. Head back to the entrance and use the stairs to climb north. Keep climbing as far as you can, then talk to the flickering star. It's really Eldstar, one of the seven trapped Star Spirits, and he'll tell you stuff. And then there'll be a cut scene.

When you can move again, head down the stairs and south out of this area. Walk west until Twink bumps into you. He'll make a nuisance of himself, but at least he'll give you the Lucky Star so you can use the action command. Twink will give you a chance to practice beating up Goombario (the best part of the game!), and then you'll be attacked by a Magikoopa who followed Twink from Bowser's Castle. Kill him.

After Twink incorrectly relays Peach's message, which he had promised to tell word for word, he'll take leave of you, finally. Continue west, through the exit, then head south back to Toad Town.

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Toad Town (2)
Bosses: Chan, Lee, The Master

Merlon, who lives in the blue house with the spinning roof just west of where you entered, wants to speak with you now. Well, you'd better drop in for a visit then! Examine his door until he opens up. He'll lead you in, then tell you a story that will put Mario to sleep. Wow, this should really be Morton. When Merlon finally finishes, talk to him by standing right next to him (not from across the table) and he'll leave to inspect the Toads blocking the west exit. Follow him, and he'll use his magic to transform the Toads back into their true form, the Koopa Bros.! After the Koopa Bros. cowardly run off, you'll be able to head east down Pleasant Path. Before you go, you may want to check out the Dojo in the western half of Toad Town, where you can defeat Chan and Lee, then lose to The Master. Be sure to use the Toad House and Save Block on the eastern side, and then you're ready to go.

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Pleasant Path
Enemies: Goomba, Koopa Troopa, Paragoomba, Spiked Goomba
Items: Fright Jar, POW, Sleepy Sheep
Badges: Attack FX B, Dizzy Attack

This new area sounds nice, but the locals would like to ruin your day. Head east, stopping to bash the red ? Block for a Dizzy Attack Badge. Near the east exit, a yellow ? Block contains a Fright Jar. The next area also has an item in a ? Block, but this time it's a POW, a much better item if you ask me. As you continue east, your path will appear to be blocked by a stream, but never fear. Instead, Hammer the tree on the west bank to cause a blue Switch to fall to the ground. Hit the Switch and a handy bridge will appear so you can cross over.

Continue heading east, but look for the white fence to the north, and more particularily the Sleepy Sheep that's hiding behind it. Just before the east exit, a wooden block will contain several coins, depending on how quickly you hit it. Take the east exit, then immediately head south down the stairs, and continue east under the large bridge. Just before you reach another east exit, you'll find three wooden blocks forming a triangle. Hammer the one on the left, then the one on the right, and finally the one in the back to make a ? Block containing an Attack FX B Badge appear. Pick it up, put it on if you wish, and head east to Koopa Village.

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Koopa Village
Enemy: Fuzzy
Boss: Fuzzies
Items: Dizzy Dial, Dried Shroom, Fire Flower, Honey Syrup, Koopa Leaf, Kooper's Shell, Mushroom, POW, Volt Shroom
Badge: HP Plus

This village is hopping with Fuzzies bouncing around. If you wish to stop them, my suggestion on how to catch most of them is to watch each Fuzzy's path, stand in one part of it, and try to Hammer the Fuzzy when it bounces near. However, hitting a Fuzzy will only yield one coin, and the Koopas won't give you any rewards. The Fuzzies will also come back if you leave the village.

Next to the convenient Toad House near the entrance, there is a store where you can buy a Dizzy Dial, POW, Fire Flower, Honey Syrup, Volt Shroom, or Mushroom if you wish. You can also find a Dried Shroom by inspecting the bushes in the southwest corner. The bushes in the northeast corner are hiding a Koopa Leaf. Pick it up if you like, then head east to the second section of town.

Here, the northwest bushes hide another Koopa Leaf, and you can have more fun with the Fuzzies if you want. The important thing is to enter the house with the green roof. You know, the one that's shaking? You'll meet Kooper, who will shamelessly ask you to retrieve his shell for him. Enter his house, then follow the Fuzzy inside out the back door.

Kooper has a pretty big backyard. Follow the Fuzzy east down the path as far as you can go, stopping only to engage the other Fuzzies that appear. When you reach the end of the path, the Fuzzy you've been chasing will jump into a tree and play a little game with you. He and three of his buddies will bounce from tree to tree, and then you have to Hammer the tree the Fuzzy with the shell is in. You must do this three times, with the Fuzzies moving quicker after each correct answer. If you hit the wrong tree, you will earn either a coin or a fight with a Fuzzy. When you do get it right three times (not necessarily in a row), the Fuzzy will finally relinquish Kooper's Shell.

Kooper will then suddenly show up and pretend to be all brave. He'll also cheat you out of his shell and finagle his way into your party no matter what you say to him, since he is blocking your path and you have no choice. After he joins you, the four Fuzzies you played with just now will come back for round two, this time in battle form. Dispatch them and head west.

To the north you'll find two short tree stumps, with a third stump a bit higher and further off, atop which is an HP Plus Badge. Climb onto the shortest stump, jump to the second, and use Kooper's Field Mode Ability to reach the Badge. I suggest you put it on, even if you have to take off Badges like Power Jump and Close Call. If you do put it on, you should rest at a Toad House the next chance you get so that the 5 HP you've earned will be filled up.

Continue west until you reach Kooper's house, then walk out the front door. All the Fuzzies are gone, and they seem to have left a Star Piece to the east. Push the blue block until it is directly under the wooden block, then jump on the blue one, smash the wooden one, and collect your prize. Koopa Koot, who lives in the eastern-most house, will have his first list of favors for you to complete, so you can go speak to him if you wish. You may also want to check around for Quizmo. You have, however, completed all that must be done in Koopa Village at this time, so when you're ready head west back to Pleasant Path.

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Pleasant Path (2)
Enemies: Goomba, Koopa Troopa, Paragoomba, Paratroopa, Spiked Goomba
Items: Fire Flower, Honey Syrup, Thunder Bolt

Your destination, Koopa Bros. Fortress, is to the east, but now that you have Kooper with you, you can collect a Star Piece one panel to the west. Go that way, and when you see an opening to the south, use it. You'll find a long ledge pointing west, which leads to a gap stopping you from reaching your green prize. Use Kooper to collect it, then head back east.

It's a toss up whether you should use Kooper or Goombario for the eastern half of Pleasant Path. Kooper can't reach the Paragoombas or Paratroopas with his attacks, but Goombario had better not attack the Spiked Goombas. Overall I'd take the Troopa, but it could go either way. Whichever you pick, head east, but note the three candy cane things. The one on the left turns to look at you. If you run around it, Hearts will pop out. The one on the right is hiding a Honey Syrup behind it. The one in the center has nothing, sorry.

Head east over the bridge and into the next area. Just east of a hill decline you'll find a wooden block floating high in the air. If you stand on the edge of the hill and use Kooper, you'll be able to destroy the block so that the Thunder Bolt sitting atop it can fall to the ground, ready to be collected. You'll then need to use Kooper to hit a Switch across a stream so that a bridge will appear across the gap. Continue moving east until you find two wooden blocks along the north wall, with a fairly large space in between. The wooden blocks have nothing, but there is a hidden block in between them containing a Fire Flower. Move east to the next area.

Hammer the tree to the north for a Star Piece, then continue heading east, stopping only to make use of the Heart Box. After you use the east exit one more time, you'll finally find yourself at Koopa Bros. Fortress. Wait for Black to run away, use the Save Box that's outside, and then enter through the unlocked front doors.

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Koopa Bros. Fortress
Enemies: Bob-omb, Bullet Bill, Koopa Troopa, Paratroopa
Bosses: Koopa Troopa and two Bob-ombs, Bill Blasters with Bullet Bills, Bowser??? alongside Koopa Bros.
Item: Maple Syrup
Badges: Power Bounce, Refund, Smash Charge

In the first room of the fortress, head east and battle the Koopa Troopa. Kooper is the best in the fortress because neither Goombario or Mario can finish off Bob-ombs without taking damage. Your choices are to use Kooper, kill the Bob-omb by using the Hammer Throw Badge, or kill him in one hit by using the Power Jump Badge, and the last two options cost FP. When you defeat the Koopa Troopa you'll earn the Key that unlocks the door right next to you. Use it to head into the second room. There, head east and use the next door you find. After the cut scene with Green, move, yup, east once again. When you find the caged area with the cracks on the left side, you know, the one that a Koopa Troopa runs out from behind of, you can sneak behind the bars by walking to the north wall on the east side of the cake, and squeezing through the crack between the wall and the bars, which you can't actually see. Do this and you can pick up the Power Bounce Badge. Slither out of the cage and head east through the door you find.

Like the first room, there is a lone Koopa Troopa here. Defeat him and you won't get a Key, but the stairs that had been pointing upward to nowhere will move down so you can reach the basement level. Walk down the stairs, and then head through the hole in the west wall. When you reach the next room, the hole you used as a door will rise up out of reach; to make it and the west hole usable again, you'll need to defeat the Koopa Troopa and two Paratroopas that are here. Then head west.

This new room has two Firebars in it. You can destroy them by leaping over the rotating flames many times, but it gets faster after each jump, and it would just be a lot easier to avoid the Firebars by jumping over them once or walking quickly after the fire rotates past. If you get hit you'll lose 1 HP, and if you make it to the west end of the room you'll earn another Key. Head east out of the room, and east out of the next one. Climb the stairs and use the Key you just found on the door in the east wall.

You'll see a cut scene of Yellow planting a trap that is actually pretty well thought out, despite the dire consequences it ends up having for him. If you would like to save, head south and through the door to find a Save Box. Then head north and climb to the top of the room. Even though you know it's a trap, you need to hit the ? Block, which will cause you to take yet another fall into the prison cell below.

After she speaks to you, speak again to the pink Bob-omb, who you'll come to know as Bombette. She will graciously decide to join your party, then show you over to a wall to the north, where there is a crack. She will say she will explode, but you need to instruct her to do so by using her Field Mode Ability. Her explosion will cause a hole to appear in the wall so that you can get out. Strangely, none of the other captive Bob-ombs notice. Change back to Kooper because he's still the best partner. Head out of the cell and then west (after the camera adjusts itself), and you'll be caught by the prison guards, a Koopa Troopa and two Bob-ombs. Make quick work of them and move on.

Take the west door, then head up the stairs and take the west door again. Nearby you'll find a cage with a cracked wall and a Key inside. Have Bombette explode near the crack so you can grab the Key. If you didn't get the Power Bounce Badge earlier, head west through the room until you find another cage with a cracked wall for Bombette to destroy. Grab the Badge, then head east through the door, then east through the door again. You're back in the room where Yellow tricked you. Before heading north again, search southeast for another crack in the wall. Use Bombette, then step through it to find a chest containing a Refund Badge.

Now you can head back through the door and north through the room. This time, take the high up door in the west wall. Head west until you reach a locked door, and use your Key to get through. You're now high up in the room where you found that last Key. There are two red Switches and several sliding wall panels nearby. To hit a Switch, you'll need to use Kooper. Hit the closest Switch to make the walls move for you so that you can move past it. Then walk past the first Switch, turn around, and shoot it again. The walls will go back to their original position. Now you can hit the second Switch so you can move past it, then hit it again. Finally you can reach the west door.

The new room you are in contains another Switch. When you hit it stairs will drop down into the second room of the fortress. Climb down them and to the east you'll find another section of wall for Bombette to destroy. Head through the hole and you'll find your fourth and last Key. Walk back west and up the stairs, and continue west until you reach a locked door which you can now make unlocked. In the room past it, hit the blue Switch to cause stairs to rise up from the very first room, along with two Koopa Troopas that had been sleeping in the water. Walk up the stairs, and when you come to a door to the east, don't use it. Instead, head southwest until you see a Bob-omb. Collect the Smash Charge Badge it's guarding, then head back east and through the door.

You're almost to the end! Red, alongside his three colorful brothers, will talk the big talk to you, then start firing his three cannons - Bill Blasters, to be precise. Make your way east, and dodge or jump on the Bullet Bills to avoid having one blast itself into Mario's face. You won't walk far before you'll see a passage to the south. Have Bombette destroy the rock blocking the low passage west, and then you'll be able to reach a ? Block containing a Maple Syrup. Head back east and continue dodging the Bullet Bills. You'll soon see the three cannons, but before engaging them you should head south through a second passage, where you'll be able to heal and save. When you're ready, scrap the Bill Blasters with Bullet Bills.

After the battle, use the Heart Box and save once more, then head east and embarrass the Koopa Bros. Do so successfully and you'll rescue Eldstar, the first Star Spirit, and complete Chapter One. Way to go!

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Go to the next chapter.

Introduction
Controls
Party
Enemies
Boss Guide
Items
Badges
Koopa Koot
Quizmo
**Walkthrough**

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