Paper Mario/Chapter 7: A Star Spirit on Ice

Meeting Merle
Since Peach wasn't able to find the location of the next Star Spirit, we'll need to do it ourselves. Fortunately, Mario knows a Fortune Teller who might be able to help. Go to the Merlin's hut to be introduced to Merle, who will tell you the final Star Spirit is being held captive near Shiver City. While no-one knows exactly how to get there, rumour has it there is a doorway underneath Toad Town.

Into The Sewers
Head down into the sewers, which can be accessed through a pipe in the section to the south of Merlin's hut.

Smash through the wooden panel in the floor, and head to the right. Use Sushi to swim across the water, and defeat the Blooper. Head right again, where you'll encounter a fork in the road, where you can either head up across the spikes, or down round the water. The door to Shiver City is through this lower route, but the only way to reach it is with the Ultra Boots.

Finding the Ultra Boots
Use Lakilester to fly over the spikes, and then head down the pipe. You'll need to fight your way through a bunch of spike-shell enemies, but a combination of the Power Quake badge and Watt's Electro Dash should make it easier. Follow the path around the water, and hammer the metal block to the next room. You'll see a bunch of blocks, but too high up to reach - ignore these for now, and we'll come back to them in a second.

Hammer the block to the next room, and use the spring to jump over the wall. In the chest, you will find the Ultra Boots, which increase Mario's jump attack, but also give you Tornado Jump. We can use this to smash those out-of-reach blocks, including the one holding the spring next to the chest. Head back the way you came, smashing the block as you go, and head back up the pipe and across the spikes to the fork in the path. Head down the bottom path and into the next area.

Optional: Back to Toad Town
Shiver City is through the Blue Door up above, but there is a shortcut back to Toad Town that might be of interest. Go down the pipe below the door, and blow out the wall with Bombette. Here you will meet a friendly, but possibly suspicious, salesman. It appears he will keep offering you items for 64 coins each. I don't know if these are random, but here's the items I got before running out of coins:


 * 1) Star Piece
 * 2) Life Shroom
 * 3) Bump Attack Badge
 * 4) Repel Gel

Go through the pipe, and unlock the door with the Odd Key. You'll find yourself outside one of the houses in Toad Toad, near the sewer pipe, giving us a quick shortcut back to the Blue Door.

The Blue Door
Watt's special ability will reveal invisible boxes leading to the Blue Door. Hit them all using Tornado Jump - although note that you can't perform this while actually holding Watt. Use Parakarry to get across the boxes (remembering you can quit his flight early by jumping). Note that if you managed to avoid the conversation with Merle earlier, the Blue Door is locked, and it is impossible to reach Shiver City until you talk to him.

Go through the Blue Door and down the pipe. Immediately to the left of the frost tube you come out of is a party upgrade. It's a good idea to upgrade Kooper to second level if you haven't yet, as he learns Fire Shell, which can hit all enemies with fire damage. The enemies in this level are ice-based, so this will give use a nice advantage. Head through the pipe on the right to reach Shiver City, and finally start the chapter!

A Penguin Murder Mystery
Go to the Mayor's house first, which is the left-most house in the village. Here, you will discover the Mayor has been killed, and local author Herringway is the chief suspect. Herringway's house is by the lake (right of the entry pipe), but you find it empty.

Talk to the penguin next door, who will tell you he has lost the key to the warehouse. The key is at the bottom of the lake, which you can smash with Tornado Jump. Use Sushi to get the key and go to the roof of the warehouse. Here, you will be able to get onto the roof of Herringway's house, and down the chimney to discover his secret room.

Talk to Herringway, and then follow him back to the Mayor's house. Here, the solution to the Mystery will be revealed, and Mario will be allowed to leave the city.

The Mayor, and several penguins around the town, will warn Mario he needs to wrap up warm to reach Starborn Valley. This appears to just be flavour text - Mario doesn't need any additional items to continue.

Jr. Troopa Encounter
Make sure your good to go fighting condition before you head out the Gate. Jr. Troopa will be waiting for you on the path.


 * Jr. Troopa will have 50 Health
 * He will be using magic this time for his "Special move". Hitting for 8-9 a hit.

Just have full health, use an ability that hits for 9 every hit like power smash. And use a companion that hits for at least 4 and it will be over in 4 turns, maybe 3 if you know what your doing.

After defeating Jr, you may wish to go back to town and heal, since there'll be a few big fights coming up.

A Scary Monstar
Go past the snowmen and into the next screen, fighting through Frozen Piranhas and Gulpits. You can target the Gulpits rocks to stop them attacking, althgough I'm not convinced that's quicker than just attacking them directly. Continue on and you'll encounter a Scary Monstar blocking the entrance to Starborn Valley, who will ask to fight you. It has 20HP, but only does 1 attack.

After defeating it, you'll discover it was just a bunch of Star babies playing a trick.

A Talk With Merle
Here, you will meet Merle (the actual Merle, not the messenger you spoke with earlier). He will reveal the final Star Spirit is being held captive in Crystal Palace, at the top of Shiver Mountain. However, no-one can remember how to reach Crystal Palace, except for the legend of items held for many generations. He will give you a Scarf, and tell you the second item is in Shiver City.

The Mayor's Gift
Go back to the Mayor's house in Shiver City, and tell him about the legend Merle told you. He will reveal his own item, a Bucket, although he doesn't know what it used for either.

Take the opportunity to heal up and buy items before leaving the city again.

The Snowman Guards
Remember the snowmen just before Starborn Valley? The two items you've been given might look familiar. Place your scarf on the first snowman, and the bucket hat on the final snowman. The snowmen will move to reveal the gate to the North, and Shiver Mountain.

The Star Stone
On your way through the enemies you will come to three pillars with some shock and frost items, if you take one you have to replace it to move on. It's a good idea to stock up on some berries before you leave the Flower Field.

At the edge of the cliff you'll see a star shaped inlet for the Star Stone. Jump down, blow up the wall and enter. The wall ahead of you is false, go through it. Get the Stone, go back, place it.