Paper Mario: The Thousand-Year Door - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Paper Mario: The Thousand-Year Door - Strategy Guide (Page 01).
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Paper Mario 2: The Thousand-Year Door for Nintendo Gamecube
FAQ/Walkthrough Guide Written by DarthMarth
Version 1.00
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1. Table of Contents (press Ctrl+F and type in the code next to the section to
jump to it. On Mac browsers, use Command+F.)
---
1. Table of Contents (you’re reading it)
2. Introduction -Intrd-
3. FAQ -Frakq-
4. The Basics of PM2 -TbPM2-
5. The Partners -Thprt-
6. Walkthrough -Wkthr-
a. Prologue: A Rogue’s Welcome -Prolg-
b. Chapter 1: Castle and Dragon -Chap1-
c. Chapter 2: The Great Boggly Tree -Chap2-
d. Chapter 3: Of Glitz and Glory -Chap3-
e. Chapter 4: For Pigs the Bell Tolls -Chap4-
f. Chapter 5: The Key to Pirates -Chap5-
g. Chapter 6: 3 Days of Excess -Chap6-
h. Chapter 7: Mario Shoots the Moon -Chap7-
i. Chapter 8: The Thousand’s Year Door -Chap8-
7. Sidequests -Sdequ-
8. The Tattle Log -Ttalg-
9. The Badges -Thbdg-
10. The Star Pieces -Tstpi-
11. The Shine Sprites -Shspr-
12. The Items -Thitm-
13. Shop Listings -Splst-
14. Cooking -Cokng-
15. Star-Powered Attacks -Srpwa-
16. Legal Information –Legin-
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2. Introduction (Intrd)
Welcome to my third and hopefully best yet full FAQ/Walkthrough for one of my
favorite games ever and the sequel to another of my favorite games ever: Paper
Mario 2: The Thousand-Year Door! In such an elaborate game filled with
sidequests and things to collect and do, you’ll probably want a guide to help
you keep your papers in order (was that original or what?) as you progress
through the game. This guide is especially made for the completist player who
wants to do everything this game has to offer. As always in my
FAQ/Walkthroughs, I’ll attempt to answer every question you could possibly have
about the game in here. If I don’t or you have corrections, you can E-mail me
at dpitch40@cs.com. Helping me would be greatly appreciated!
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3. FAQ (Frakq)
Q: Why do you write *BOOM* every time you type "partner?"
A: It's an inside joke from the PMS board.
Q: Why won't the mayor in Fahr Outpost let me use the cannon?
A: Make sure you've visited the Thousand-Year Door with the Garnet Star and
learned about the cannon from Frankly. Also, Bobbery should be your active
partner.
Q: What's the point of the Gold Bars?
A: They're for storing Coins. (In case you didn't notice, they can be bought
and sold for nearly the same amount)
Q: There's a green rat in the harbor who wants me to give him a hundred coins.
Is he just scamming me?
A: If you give him coins, he gives you triple the amount you gave later in the
game. It's a pretty good deal if you can get the coins early in the game.
Q: What happens when I read the ghost's diary in Chapter 6?
A: It's surprisingly boring, and you get a game over. If you want to read it,
save first.
Q: X told me to go to the "watering hole." Where is that?
A: For those of you non-slangers, he means the juice bar.
Q: How do I get on the rooftops in East Rogueport?
A: To get on the roof, first use Yoshi to cross the canal in front of the
trouble center. Then jump up the crates you see to reach the rooftops. (You
have to cross the canal again to reach most of the things up here)
Q: My question isn’t answered in here!
A: E-mail me at dpitch40@cs.com. If you e-mail me, please put "Paper Mario 2"
somewhere in the e-mail title or it will likely be deleted.
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4. The Basics of PM2 (TbPM2)
For veterans of Paper Mario, getting used to TTYD should be very easy. However,
I'm including this section to introduce new fans of the series to the basics.
(Note: the partner descriptions are also in her at the end) So, with further
ado, let’s get on to the combat system! But first, the controls out of battle!
>>>>>>>>>>>>>>
FIELD CONTROLS
<<<<<<<<<<<<<<
Control Stick: Move. You should have been able to guess this. The control stick
is used to move Mario, or move the cursor in menus.
A Button: Jump, Talk, Action. Jumping has always been Mario's most basic
action, letting him cross short gaps or scale short ledges. Once Mario has the
Super Boots, you can press A in midair to do a Spin Jump which shakes the
ground and can find hidden panels. Once you have the Ultra Boots, hold A and
rotate the control stick until Mario folds into an accordion, then release it
to do a Spring Jump to send him flying into the air. If you press A near an
NPC, you can talk to him/her. Pressing it near a door or something does a
context-specific action. (Such as opening the door) It's used to make
selections in menus.
B Button: Hammer. B uses your Hammer. On the field, it's good for making first
strikes and smashing things. Once he upgrades his Hammer, hold B and rotate the
control stick to make Mario wind up. Release B to use a devastating spin
attack. (the Super Hammer can break huge blocks and the Ultra Hammer can break
stone blocks in this way) In menu screens, it's used to cancel selections.
X Button: Field skill. This button makes your active partner use his/her field
skill.
R and Y Buttons: Paper abilities. These buttons activate Mario's various paper
abilities, like Paper or Tube Mode.
Z Button: Stat display. Pressing Z toggles the stat display on the top of the
screen and displays the D-pad shortcuts. It also lets you back up through text.
Start Button: Menu. As usual in mist games, pressing start opens the Menu
screen.
D-Pad: Menu shortcuts. Pressing the D-pad takes you to various useful parts of
the Menu. D-Up jumps to Mario's gear screen, Left to the Party screen, Down to
the Journal Screen, and Right to the Badges screen. Memorize the shortcuts to
save time in navigating menu screens.
L Button: ORAEO TIEM!!11!11!1!111!!. Tihs butotn mkaes teh oraeos
appaer!!1!1!!! Actually, it just displays your stats at the top of the screen.
>>>>>>>>>>>>>>>
PAPER ABILITIES
<<<<<<<<<<<<<<<
As mentioned above, Mario can be "cursed" with 4 different abilities over the
game in hilarious cutscenes that let him use his... Paper-ness to the fullest.
Plane Mode (Rogueport Sewers): Once Mario gains this ability early in the game,
you can press Y on stone airplane panels to make Mario fold himself into (what
else?) a paper airplane! He can then glide long distances and cross obstacles.
While gliding, press back (the direction you aren't going) to level out and
lose speed or forward to dive but gain speed. Balance the use of the two
buttons to glide as far as possible. He switches back to normal when you hit
something or press B.
Paper Mode (Hooktail Castle): With this ability, hold R anytime to make
Mario...turn sideways. Why does he need to be cursed for that? Anyway, with
Paper Mode, he can slip though narrow places, like tight cracks between walls
or bars.
Tube Mode (Twilight Town): Hold R and rotate the control stick clockwise to
enter Tube Mode, which makes Mario roll into a tube and be able to get under
low overhangs. (Unfortunately, you can't look through him) Press B to change
back.
Boat Mode (Pirate's Grotto): Press Y on a wooden boat dock to enter boat mode,
which folds Mario into a boat and lets him sail on water. Press Y again near
another dock to change back.
And now, it's...
>>>>>>>>>>>>>>>>>
THE COMBAT SYSTEM
<<<<<<<<<<<<<<<<<
Paper Mario's combat system is turn-based, but it has a lot of real-time
elements in the form of the action command, which lets you block or dodge enemy
attacks or make your own attacks stronger. To block an attack, hit A right as
it hits you to make it deal 1 less damage, more if you have a Damage Dodge
Badge. If you hit B with even better timing as you're stuck, you'll Superguard,
which negates an attack and deflects it back at the attacker for 1 defense-
piercing damage. It can even deflect some projectile attacks. Mastering the
Superguard (or at least the Guard) is essential for winning in battles. Enemies
(and later, Mario) can also have innate defense ratings that reduce the damage
they take from most attacks by their defense. And now...
>>>>>>>>>>>>>>>
THE TURN SYSTEM
<<<<<<<<<<<<<<<
There are 3 rounds of each turn: Mario, his partner, and the enemy.
Mario has many options for his turn. He can use his Jump or Hammer (this
includes special attacks), an Item, one of his Star Powers, or a Tactic. The
Tactics are Appeal, which refills some of your Star Power, Defend, which raises
defense for 1 turn, Switch Partner, which is self-explanatory, and Run Away.
(Also self-explanatory; mash A to increase your chances of running but be aware
that this makes you lose coins) His Jump and Hammer commands are his basic
attacks and will be described shortly. The action command for the Hammer is to
hold the control stick to the left until the meter fills and the white star
lights up, at which point you should release it immediately.
BASIC HAMMER ATTACKS
Hammer: 2/4/6 damage to front ground enemy
Action Command: Hold the control stick left and release it when the red circle
lights up
Style Command: Hit A as Mario strikes the target to make him backflip; hit it
again with great timing right as he lands for even more appeal
Mario's Hammer is best used on spiked/fiery enemies and/or ones with high
defense. It does more damage per hit than the jump attack, but can only hit
ground enemies. (And only the frontmost one) Also, it becomes outclassed by the
jump attack if Mario boosts his attack power, since both hits of the jump
attack are powered up.
Super Hammer (2 FP): 4/6 damage to front ground enemy, 1 unchangeable damage to
all ground enemies behind it
Action Command: Hold the control stick left and release it when the red circle
lights up
Style Command: Hit A with perfect timing a few seconds into the spin (the
Timing Tutor Badge is the only way to find it)
The Super Hammer is a spin attack that works much like the Hammer attack, but
sends the target flying back and crashing into everything behind it for more
damage. You probably won't find yourself using it too often. Needless to say,
you need the Super Hammer to use it.
Ultra Hammer (4 FP): 6 damage to front ground enemy, 3 unchangeable damage to
all ground enemies behind it
Action Command: Hold the control stick left and release it when the red circle
lights up
Style Command: Same as Super Hammer
This move is a stronger version of the Super Hammer attack, doing more damage
to enemies behind the target. You need the Ultra Hammer to use it.
BASIC JUMP ATTACKS
Jump: 1 + 1/2 + 2/3 + 3 damage
Action Command: Press A as Mario jumps onto the enemy to bounce, press A again
as he lands on enemy again from bounce
Style Command: Press A at height of bounce, if second action command was done
his A at height of rebound
This is Mario's basic jump. It can target any enemy, but is ineffective against
enemies with high defense or spikes/fire. It's best used to clip the wings of
flying enemies or take out dangerous enemies in the back. As you get Badges
like Power Plus or P-Up, D-Down, Mario's jump becomes better since they power
up both hits of it. If you have the Jumpman Badge, a few Power Plus Badges,
maybe the All or Nothing Badge, and of course the Spike Shield Badge, you can
compose your attacks completely out of Jumps, since you'll be doing at least 10
total damage per attack. (At the time I write this, Mario does 7 damage with
each hit of his regular Jump Attack. Try telling me I need my Hammer)
Spin Jump (2 FP): 2 + 3/3 + 5 damage
Action Command: Press A as Mario jumps onto the enemy to Spin Jump
Style Command: Press A as Mario is nearly at the highest point of his jump at
the enemy, not his Spin Jump
The Spin Jump is a slightly stronger version of the Jump attack you get with
the Super Boots. Use it if you need a little extra power in your attacks.
Spring Jump (4 FP): 6 + 5 damage
Action Command: Press A as Mario jumps onto the enemy to bounce
Style Command: Press A as Mario hits the enemy with the second hit of the
attack, then again at the highest point of his rebound
This powerful move can only be used with the Ultra Boots. It sends Mario flying
high into the air. Watch his shadow on the ground so you can know when he's
about to land and do the action command for massive damage.
---
You partner's turn is much like Mario's, but they only have their abilities,
Items, and Tactics available. Partner's abilities are different for each one.
Note that you can switch Mario and his partner's turn (and positions) by
pressing Z before either have attacked.
After Mario and his partner have gone, your enemies have a turn. Be ready to
guard! In TTYD, enemies can also carry items, which they may use on their
turns. Focus your attacks on enemies carrying items; some of them can be brutal
such as Sleepy Sheep! (You have a very small chance of getting an unused item
from a battle after winning)
Speaking of Sleepy Sheep, many enemies and/or items in the game can temporarily
induce status effect which mess with a character's stats or ability to fight.
The effects of the status effects and their corresponding icons are listed
here:
Allergic ("Not allowed" symbol): Cancels all other status effects
Asleep (Sheep): Can't move, act, or block, ends when damage is taken
Attack Up (Angry face): Raises attack power
Burned (Flame): Takes 1 fire damage after every turn
Charged (Flashing rainbow colors): Next attack does more damage
Confused (Brown swirl): Makes character do random things
Defense Down (Diamond and down arrow): Defense is lowered
Defense Up (Diamond and up arrow): Defense is raised
Dizzy (Blue swirl): Attacks may miss
Dodgy (Red cape): Can dodge some attacks
Electrified (Lightning bolt): Direct attackers take 1 lightning damage,
prevents attacks from Swoopers and Fuzzies
Fast (X2): Takes 2 actions per turn
Frozen (Light blue hexagon): Can't move, act, or block, takes 1 damage when
thawed
HP Recover (Yellow HP with up arrow): Recovers 2 HP per turn
FP Recover (Green FP with up arrow): Recovers 2 FP per turn
Huge (Large face): Attack power is raised by 2
Immobilized (Stop watch): Can't move, act, or block
Invisible (Face behind glass): Avoids all attacks
KOed (Character has fallen down): Can't battle at all
Payback (Red curved arrow): Returns 1/2 damage to direct attackers
Poison (Purple skull in green square): Takes 1 damage per turn
Slow (Sad purple face): Can only attack every 2 turns
Tiny (Tiny face): Attack power is lowered by 2
Now, a few other things about the battle system:
First Strikes: By attacking enemies in the field, you can get a first strike,
which lets you attack the front enemy before the battle even starts! It's a
great advantage, but the enemy has it too! (Unless you put on the Chill Out
Badge)
>>>>>>>>>
THE STAGE
<<<<<<<<<
A completely new addition to PM2 is that battles now take place on a stage,
complete with backdrop and an audience. This changes the battle system in
numerous ways.
Firstly, your audience will grow and shrink depending on how you battle.
(Defeating enemies easily and doing action commands makes it grow; missing
action commands or getting hit a lot makes it shrink) The number in the lower-
right corner shows how many people are in your audience. Initially, there can
be up to 50. The number of people the battle theater can seat increases by
increments of 50 every 10 levels Mario gains. Anyway, the point of having a big
audience is to get Star Power! The bigger your audience, the more Star Power
you'll get for doing just about anything. Appealing and doing Stylish Moves (by
hitting A at specific times during regular moves) boost it the most. This is
essential as you start getting moves that take up more Star Power. Your
audience may also throw things. When you hear an audio cue and a yellow-and-
black icon with the X button on it appears, quickly look in the audience. If
someone is holding something good (like a heart, flower, coin, or item) above
their head, do nothing and let them throw it to you. If it's something painful
(like a rock or can) hit X to kick the bum out! Also, certain audience members
have different, unique abilities. Here are all the ones I've noticed:
Luigi: Throws increasingly good items as the battle goes on
Toad: Tends to throw beneficial items
Dull Bones: Doesn't give any Star Power
Bulky Bob-omb: Takes up 2 seats (decreasing the size of your audience),
occasionally explodes and scares away audience members
Shy Guy: Occasionally runs backstage and drops things on either side, doing
damage and/or inflicting status effects. Be prepared to block when you see one
doing this!
Boo: Random makes battlers invisible
Crazee Dayzee: Puts all audience members around it to sleep, preventing them
from giving Star Power
Puni: Runs away from loud noises
X-Naut: Gives less Star Power, tends to throw rocks or cans
The backdrop also comes into effect. It's quite flimsy, and will often
collapse. Be prepared to block when you see it wobbling and hear creaking!
Things can also randomly drop from the sky, doing damage if unblocked and
invoke status effects. (They also sometimes drop onto the audience, scaring
some of them away)
One other thing distantly related to the stage system is the Slot Machine Meter
that appears in the top right part of the battle screen. An icon is added to
the meter every time you strike an enemy and succeed with the Action Command.
If the first two icons don't match, the meter is reset. If they do, pull off
another action command for some Slot Machine mayhem!!1!1!!1!! The two matched
icons appear and a third dial spins. Hit the A button with precise timing to
match the 3 icons up to make something huge happen! (Although the wheel moves
so fast this is pretty much impossible) Depending on what you matched, you'll
get one of the following effects. Except the last one (which you should avoid
getting at all costs), matching 3 icons also fills your theater to capacity for
the rest of the battle.
Mushroom: Fully refills the HP of you and your partner
Flower: Fully refills Mario's FP
Star: Fully refills Mario's Star Power
Shine Sprite: Fully refills HP, FP, and Star Power
Poison Shroom: Halves HP, FP, and Star Power and makes audience leave
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5. The Partners (Thprt)
>>>>>>>>>
GOOMBELLA
<<<<<<<<<
Goombella is Mario's very first partner. She is a smart, if slightly sassy,
Goomba girl who has come to Rogueport to look for Professor Frankly. She
specializes in attacking air enemies, and, of course, finding out information
on enemies with Tattle. Her field skill tells you everything she knows (which
is plenty) about the current area. Using it in front of a person or object
tells you about it instead.
HP: 10/20/30
---Abilities---
Headbonk: 1 + 1/2 + 2/3 + 3 damage to any non-spiked/fire enemy
Action Command: Hit A just before striking target
Style Command: Hit as Goombella jumps
Headbonk is Goombella's most basic attack. It works exactly like Mario's Jump
and is best used on flying or low-defense enemies.
Tattle: Adds target to your Tattle Log and reveals its HP permanently
Action Command: Press A as the small cursor aligns with the big one
Style Command: Hit A right after aligning cursors and making them disappear
Tattle is a very useful move that tells you everything you'll need to know
about the target. It's recommended you Tattle on every new enemy you find.
Super Ability-Multibonk (3 FP): 2 + 1 + 1.../3 + 2 + 1 + 1...
Action Command: Hit A just before striking target
Style Command: Same as Headbonk
Multibonk is an extremely deadly move that lets you repeatedly Headbonk the
target until you miss the Action Command, allowing for potentially unlimited
damage. Note that the attack does less damage with every hit; use some Charges
beforehand to boost the move's power to insane levels.
Ultra Ability-Rally Wink (4 FP): Enables Mario to act again
Action Command: Mash A or B to fill gauge, whichever one is shown
Style Command: Press A about a second or so after Goombella winks
This ultra-useful Ultra Ability gives Goombella's turn to Mario, which is very
good if he's doing lots and lots of damage. When doing the action command, pay
attention to which button is enlarged; mashing the other one empties the gauge.
>>>>>
KOOPS
<<<<<
Koops is your newfound Koopa partner. He's a timid Koopa who first joins Mario
to defeat Hooktail, who killed his father, and impress his girlfriend Koopie
Koo. He also has quite a useful field skill. Hitting X sends him shooting out
forward. He'll strike any enemies/switches or grab any items he hits. (And with
items, return them to Mario) It's great for long-ranged first strikes as well
as going places Mario can't. Also, if you hold X, Koops will continue to spin
in one place. Mario can then do anything he wants while keeping Koops spinning
as long as you hold X. Release X to make him shoot backwards even farther than
he was shot forwards. This lets you remote-control him to hit some switches.
When battling, Koops excels at hitting ground enemies. Also, because of his
shell, Koops innately has 1 Defense, which offsets his low HP.
HP: 10/15/25
---Abilities---
Shell Toss: 2/3/5 damage to front ground enemy
Action Command: Hold the control stick left and release when it passes through
the red circle
Style Command: Hit A as Koops strikes the target to make him spin on his shell;
hit it again as he's slowing and about to stop spinning for even more appeal.
Koops' Shell Toss works much like Mario's Hammer attack. Since it's a hit and
run, it ignores any effects the target may have on it.
Power Shell (3 FP): 2/3/5 damage to all ground enemies
Action Command: Hold the control stick left and release when it fully fills
Style Command: Press A as Koops returns to regular position after attack to
make him handstand; press it again about 2 seconds later for more appeal.
This move works like Shell Toss, only hit hits all ground enemies for
relatively little FP. When fighting hordes of weak enemies, this move is
probably your best bet.
Super Ability-Shell Shield (4 FP): Protects Mario from a 6?/8 damage
Action Command: Hit A as the needle passes through the red area
Style Command: Press A as shell is falling, right before it covers Mario
Koops can pull a giant shell out of somewhere and put it over Mario to protect
him from a set amount of damage, depending on how well you did with the action
command. It's unlikely you'll get the numbers above very often, since the
timing is so hard to pull off.
Ultra Ability-Shell Slam (6 FP): 6 damage to all ground enemies, pierces
defense
Action Command: Flick the control stick to the left repeatedly
Style Command: Same as Power Shell
This stronger version of Power Shell does more damage and, if you're
successful, ignores defense, which is great for heavily armored enemies. The
action command is very hard, however. I've been able to achieve results by
turning the controller 90 degrees counterclockwise (so the control stick is on
the bottom) and using your pointer finger to flick the control stick rapidly.
>>>>>>>
FLURRIE
<<<<<<<
Flurrie is an aristocratic wind spirit, and former drama queen. She has set up
an incongruous house in the Boggly Woods to rest, and is a friend to the Punies
there. In battle, Flurrie has a wide variety of moves that can be potentially
quite good, but have some very difficult action commands. She's also good at
taking damage with her high HP. Her field skill is to send a powerful blast of
wind forward as long as you hold X. The wind can stun enemies or blow certain
objects away, which often reveals secret passages.
HP: 15/25/35
---Abilities---
Body Slam: 2/4/6 damage to any non-spiked/fire enemy, including ones on the
ceiling
Action Command: Line up the two targeting cursors with the control stick
Style Command: Hit A right as Flurrie hits the ground after slamming the enemy
With this move, Flurrie uses her giant...stage presence to slam down on an
enemy. It's a powerful move that can hit almost anything, including enemies
clinging to the ceiling.
Gale Force (4 FP): Attempts to blow enemies out of battle
Action Command: Hold and release A with rhythm according to the meter
Style Command: Press A immediately after Flurrie stops blowing wind
Gale Force uses Flurrie's wind powers to blow enemies off the field. It you
fill the meter enough (it takes practice to know when to hold and release it,
and you aren't given time to completely fill the meter), this move could end
the battle instantly. (I'm pretty sure that enemies blown away don't give Star
Points)
Lip Lock (3 FP): 4/6 damage, heals 4/6 HP to Flurrie
Action Command: Hold A only when the Star is lit up
Style Command: Press A as soon as you hear the sound indicating how well you
pulled the action command off
This disgusting move has Flurrie give an enemy a huge, wet kiss to both do
damage and heal her own HP. If you use Flurrie to take damage (which is a good
idea), this move is essential. The Action Command is very hard to do, however.
(There is no rhythm as in Gale Force)
Dodgy Fog (4 FP):
Action Command: Tilt the control stick in the directions shown with perfect
timing as each icon lights up
Style Command: Press A after Flurrie raises her arms and creates the fog cloud
Flurrie's Ultra Ability surrounds Mario in a cloud of fog...Dodgy Fog. This
gives him a chance of evading attacks for the next few turns, which can be good
against a dangerous foe. The action command determines the duration of the
move, but it's nearly impossible to do. The proper timing is to press the
control stick a fraction of a second after you hear the beeping noise that each
icon makes when it lights up. It takes a lot of practice.
>>>>>
YOSHI
<<<<<
Where would Mario be without his trusty Yoshi? In Paper Mario 2, he finally
gets one of the little dinosaurs as a partner. This Yoshi is a newborn who
hatches in chapter 3, but he's already hot-tempered and energetic. I'm calling
him Yoshi, but you actually get to name him yourself after he hatches. Also, he
insists on calling you my your Glitz Pit nickname, The Great Gonzales. Yoshi
has some powerful battle abilities that mostly involve the shoulder buttons,
and are good at hitting enemies multiple times. His field skill, obviously, is
to let Mario ride him! (Which is amazing, considering Mario is twice his size)
While riding Yoshi, Mario travels much faster, making travel easier. (He can't
do anything except move around, though) If you hold A while moving, Yoshi does
a flutter jump, which lets him cross wider horizontal gaps than Mario can. It
has no vertical jumping power, however.
HP: 10/20/30
Ground Pound: 1 + 1 + 1 + 1/1 + 1 + 1 + 1 + 1/1 + 1 + 1 + 1 + 1 + 1 damage to
target non-spiked/fire enemy
Action Command: Mash R
Style Command: Hit A right after the meter disappears, right before Yoshi spins
and ground pounds, hit A again right as he is bouncing back to the ground
This move is Yoshi’s basic attack. It deals great damage spread over many hits
that decrease in power, making it useless against enemies with even low
defense. It’s one of the strongest abilities in the game if you raise Yoshi’s
attack power, though. (If you do, each successive hit does 1 less damage until
they all do 1 again) The action command is one of the toughest to do; I’ve
found that turning the controller so the side with the R button is closest to
you. Hold it in your right hand and use your thumb to mash R. (You don’t have
to press it all the way every time, just so that it clicks)
Gulp (4 FP): 4/5/6 defense-piercing damage to target, 4/5/6 defense piercing,
non-alterable damage to ground enemy behind target
Action Command: Hold R and release it when the star lights up
Style Command: Press A right after Yoshi spits the target out
Gulp is Yoshi’s signature and most powerful attack. He can swallow almost any
enemy (except huge ones) and spit them out, doing heavy damage both to the
target and the next ground enemy behind it. Even better, the damage pierces
defense, and is the only way to defeat the Armored Harriers! The only thing
keeping this move down is its relatively high FP cost, but other than that,
it’s a great move!
Super Ability-Mini-Egg (3 FP): 1 + 1 + 1/1 + 1 + 1 + 1 to random enemies, has a
chance of shrinking anything hit
Action Command: Press A as the meter passes through each circle
Style Command: Hit A right after throwing last egg
Mini-Egg is another powerful attack move that can shrink enemies, reducing
their attack power. It’s a very useful status effect, and the attack itself can
be insanely deadly if you use Badges or something to boost Yoshi’s attack
power, since every egg gets stronger. With 2 Power Plus P Badges at Ultra
level, you can do 12 damage per attack!
Ultra Ability-Stampede (6 FP): 1 + 1 + 1 + 1 + 1 + 1 damage to all ground
enemies
Action Command: Alternately hit L and R
Style Command: Press A immediately after Yoshi whistles
The powerful Stampede attack calls a herd of Yoshis to race across the field
and trample every ground enemy for heavy damage. Koops' Power Shell is probably
better, though, unless you can boost Yoshi's attack power. If you do, the first
hit of Stampede is fully boosted, and each consecutive hit does 1 less damage,
making the move much stronger.
>>>>>>
VIVIAN
<<<<<<
Vivian is the youngest of the 3 Shadow Sirens, Grodus' ghostly femme fatales.
She has a bit of an inferiority complex, probably because she's constantly
pushed around and punished by her older sister Beldam and moaned at by her
other sister Marilyn. She eventually gets fed up with this treatment and joins
Mario when he shows her an act of kindness in Twilight Town. (Or course, the
fact that his identity had been stolen so she had no idea who he was also
helped) In battle, Vivian is a master of fire and evasion moves. Her field
skill will be recognizable to players of Paper Mario. It pulls Mario down into
the shadows, where he's invisible and invincible. Things like enemies and
spikes pass through him in this state.
HP: 15/20/30
Shade Fist: 3/4/5 damage, may set target on fire
Action Command: Hit the button that is displayed
Style Command: Press A as Vivian is about to reappear from the ground after
attacking
Shade Fist is a useful attack move that can hit any enemy for decent damage and
do more over several turns by setting it on fire. The action command requires
quick reflexes.
Veil (1 FP): Protects Mario from all attacks for 1 turn, but loses next turn
Action Command: Hit the buttons in the displayed sequence
Style Command: Press A as Vivian is returning to her position after the move
ends
This move is like Vivian's field skill, only in battle. Since you lose a turn
after the move is finished, it's only useful for avoiding charged attacks.
Super Ability-Fiery Jinx (6 FP): 4/5 damage to all enemies, pierces defense,
may set them on fire
Action Command: Hit each button as it is displayed
Style Command: Press A right as Vivian stops waving her finger
Fiery Jinx works like Shade Fist only it hits every enemy, making it very
powerful. It's the second-best move to hit all enemies; only Bob-ombast is
better. (Although Fiery Jinx is more desirable against armored enemies)
Ultra Ability-Infatuate (4 FP): Attempts to confuse all enemies
Action Command: Press A the instant a heart appears over an enemy
Style Command: Press A as soon as the action command for the final enemy is
pressed
Infatuate has Vivian attempt to confuse all enemies by blowing kisses at them.
The action command is hard to time, but it's a powerful attack when it works.
>>>>>>>
BOBBERY
<<<<<<<
Bobbery *BOOM* or should I say, Admiral Bobbery, is your new Bob-omb partner.
He's also my personal favorite because of his incredibly high HP and attack
power. He specializes in explosions of all types, and is always willing to blow
himself up for Mario's cause. He is a great partner to keep in front because
he's such a tank with his massive HP. His field skill also makes him blow up.
Mario first throws him, letting him land on ledges, then he walks a few steps
forward before exploding. You can make him blow up any time by pressing X
again.
HP: 20/30/40
---Abilities---
Bomb: 4/5/6 damage to front ground enemy, 1 bonus to fire enemies
Action Command: Hold A until the star lights, then quickly release it
Style Command: Hit A as Bobbery is bouncing after exploding and returning to
your side of the field
Bomb is Bobbery's basic attack, and is very powerful. It can only be used on
the front ground enemy, but does great damage and is good against fiery enemies
or ones with high defense. Its action command is also very easy to do.
Bomb Squad (3 FP): 3 + 3 + 3 damage in areas of effect
Action Command: Hit A with good timing
Style Command: Press A shortly after last bomb is thrown (hard to do)
This weird move throws 3 time bombs at the enemies that explode at the end of
the next round, damaging everything near them. Hit A to throw one when the
targeting cursor is aligned how you want to adjust the distance. (Remember,
you'll get the most distance at 45 degrees and less distance when you're
farther for that) For some weird reason, Bomb Squad doesn't appear to get
stronger as Bobbery levels up.
Super Ability-Hold Fast (4 FP): Damages varies
Action Command: Hit A exactly as each red circle lights up
Style Command: press A about half a second after finishing Action Command
This move makes Bobbery red with rage, causing him to explode whenever directly
attacked and retaliating for half the damage of the attack, rounded down. This
ability is a good idea if you like to use Bobbery to soak up damage with his
high HP. With the action command, simply reacting to when each circle
illuminates isn't fast enough. Use great timing to hit A right as they light up
to maximize the duration of the move.
Ultra Ability-Bob-ombast (9 FP): 8 damage to every enemy, 1 bonus to fire
enemies
Action Command: Mash A
Style Command: Same as Bomb
This powerful ability creates a massive explosion to deal unbelievable damage
to every enemy, often taking them all out instantly. It has a huge FP cost, but
it's worth it. Like Bomb, it does an extra point of damage against fire
enemies. The action command is one of the simplest in the game, as well.
>>>>>>>>
MS. MOWZ
<<<<<<<<
Ms. Mowz is Mario's most unusual partner. She starts as a freelancing treasure
hunter and manager of the Lovely Howz of Badges. She is also one of Mario's
biggest admirers, constantly flirting with him every time they meet. Strangely
enough, Ms. Mowz is actually an optional partner; you get her to join by
completing a trouble after chapter 4 and she isn't required for the game. In
Battle, Ms. Mowz is great at messing with enemies, and has several incredibly
useful moves like Kiss Thief and Smooch.
Love Slap: 2/3/4 damage, pierces defense
Action Command: Rapidly flick the control stick left and right
Style Command: Press A as Ms. Mowz is returning to your side after attacking
Love Slap is a very useful move on enemies with huge defense. It does low
damage, though, and shouldn't be used on anything else. For the action command,
try turning the controller sideways and using the palm of your hand to move the
control stick.
Kiss Thief (2 FP): Steals an item from target
Action Command: Hit A after meter passes OK mark but before it fills completely
Style Command: Hit A as Ms. Mowz approaches the target, when she's about
halfway
This is definitely Ms. Mowz' best move. With it, you can finally get the items
you find enemies holding without hoping for them after a battle. It's
especially good for stealing Badges.
Super Ability-Tease (3 FP): Attempts to make all enemies dizzy
Action Command: Hold A to fill gauge, but don't let it completely fill
Style Command: Press A at the height of Ms. Mowz's backflip after her attack
Ms. Mowz can split into 4 phantom images and attempt to utterly confuse all
enemies with some tricky moves. It isn't really the most useful status effect
move.
Ultra Ability-Smooch (10 FP): Heals 10 of Mario's HP
Action Command: Alternately hit A and B
Style Command: Press A right before Mario's HP is actually restored (takes
practice)
This move is the only healing ability in the game that uses FP, and is a good
alternative to Star Powers and Items. It takes more FP than any other move, but
gives Mario a huge HP boost. For the action command, it's best to use both
thumbs to tap A and B.
-------------------------------------------------------------------------------
6. Walkthrough (Wkthr)
MARIO'S HOUSE
As the game opens, we see our hero Mario’s house, unchanged since Paper Mario.
Also unchanged is Mario’s old partner Parakarry, who swoops down to deliver a
letter to his friend! (Sound familiar?) Mario’s brother Luigi takes the letter
inside and informs him, then reads the letter out loud.
"Hello there, Mario!
I am now on holiday, traveling in the Mushroom Kingdom. In my travels, I came
into possession of a mystical map...a treasure map, actually. I thought you
could help me hunt for it! You will, of course, won't you? I'll meet your at
Rogueport. (That means you MUST come!)
-Peach"
With their initial fear of its being another party invitation aside, the
brothers look into the package. Sure enough, a strange map has been included.
As Mario looks at the map depicting a new land, the title screen displays. (No,
you aren't playing Metroid Prime 2. Sorry.)
---
a. Prologue: A Rogue’s Welcome (Prolg)
Enemies: Lord Crump, Goomba, Paragoomba, Spiky Goomba, Spinia, Spania, Blooper
ROGUEPORT
A bizarre, colorful boat eventually passes under the giant floating letters. As
the boat pulls into the town of Rogueport, a shipmate awakens Mario. Warning
you to be careful in the seedy town, he sends you off and leaves immediately.
You're now free to explore the Rogueport Harbor as you experience your first
few (non-cutscene) moments of Paper Mario: The Thousand-Year Door! Talk to the
nearby citizens and try out the Save Block. Remember, every single body of
water in this game, now matter how small, cut off, or chlorinated it may be, is
infested with ravenous evil killer piranhas, so don't fall in! When you're
ready, head to the right towards the stairs leading to the main city.
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