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Nintendo 64, GameCube, Wii (classic)

Train Troubles[edit]

All you need to do is to break the rock in front of the train in toad town. To do this just choose Bombette as your partner and press Down c to get her to blow up near the rock. Then you may catch the train to Mt. Rugged.

Letter Patrol[edit]

Once off the train, check the bushes outside. one has an egg (+ 5 HP anytime in battle) every time you exit and re-enter the area. Go up the steps and a parakoopa will bump into you. He will explain that he is missing a letter, and will ask you to help him find it.

First letter

This letter is further up our path, and you will need to use Kooper to get it. You really can't miss it. Return the letter to the parakoopa and he will ask you to find two additional letters.

Second through 18th letters

One of them is down a gap where you'll see a broken bridge, and the other you can find through a series of the slides. After finding all of them, take them to Parakarry, and he will ask you if you will keep an eye out for any other letters. Say yes. Parakarry will then join your team. Go back to the broken bridge and head over it. On your way is a tent and some koopas. Give one of the letters you got earlier to the koopa with the mustache and he will give you a star piece. Continue to Dry Dry Outpost.

Buzzar (Optional)
  • HP: 40
  • Attack: 3
  • Defense: 0
  • Attacks:
    • Claw Swoop (3)
    • Feather Fling (2)
    • Grapple Drop (4)
    • High Swoop (4)
    • Wind Blast (1-3, Mario/Partner)
For a boss in Chapter 2, Buzzar has a lot of tricks to play with. His most threatening attack is Grapple Drop, dealing 4 damage if you can't wriggle free. Wind Blast both hurts Mario and injures whatever partner is out (meaning they can't attack for a few turns). If you're not very good at mashing the A button, these can get really tiring. Parakarry's Shell Shot deals 5 damage if you time it right, but Wind Blast means you can't always use your partner. Power Jump is your most reliable option here.

The Mysterious Moustafa[edit]

When Mario enters the outpost, he wanders around until you see a mouse thief running from a shop. When you try and enter the shop, it says it's closed. You continue to the next area and see a mouse running from another mouse. You head back to the shop to find it is open again. Buy a Dried Shroom and Dusty Hammer in that order. The shopkeeper will say you must get in touch with Moustafa and to go see him. Go to where you saw the mouse that the shopkeeper visited to find the door will open. Follow the path to a door on top of the roof and enter the door. The mouse will reveal himself as Moustafa and then tell you how to reach the ruins!

Dry Dry Desert[edit]

Paper Mario Dry Dry Desert map.png

Head east into the desert and go to the farthest eastern section, then go south to the oasis.

Find the oasis!

If you go to the oasis, a hint will tell you where the ruins are. Here you can also find a super block that lets you upgrade one of you partners to super rank, and their attack will go up, also, they gain a special power. Goombario:Charge,Raises attack, Kooper:Dizzy Shell, Paralyzes enemies, Bombette:Power Bomb, harms all enemies on ground, Parakarry:Air Lift Carries off an enemy.

To the ruins

To get to the ruins go north as much as possible as soon as you get out of the town then go west till you get to the area with the one rock in the middle. Use your new item on it and the ruins will come out the sand. Go inside.

Dry Dry Ruins[edit]

Once inside, head right and beat the Pokeys. Head down the stairs, and grab the key (#1). Head back up the stairs to the locked door, and unlock it.

Step on the button, and head back to the other room. Cross the sand and into the next room. In this room, head all the way up the stair case and defeat the buzzy beetles. Using Parakarry, cross the gap and blow up the wall, heading into the next room. Step on the switch, and grab the star piece. Go back outside, and into the room below. Grab the key (#2), back out to the stairs room, and down the entire stair case. Unlock the door, and go into this room.

In this room, there are 3 caskets, each with a pokey. The battles are, left to right, 2 pokeys, 2 pokeys and a swooper, and then one pokey and one swooper. Use Parakarry for the swoopers, and, if you upgraded him to super rank, he can carry enemies off the screen, too. After defeating all of them, go to the next room, and use Parakarry to go across the gap and into the next room. In this room there is a puzzle to be solved. Complete the puzzle for a new weapon.

First, walk up the pink steps, step on the button. Walk up the blue steps, step on the button. Walk up the blue steps and down the pink steps, step on the button. Walk down the pink steps, up the blue, and, avoiding the button, walk up the pink. Go over to the hole and fall down. Open the lovely, generic, wooden chest to get The Super Hammer! Break the stone block.

Your new objective is to get the three stones needed to continue any further with anything. From this room, go back to the room where you were (with the gap and the staircase that has a buzzy beetle nearby). Go to the bottom left of this room and blow up the wall. Drop down, hit the block, and upgrade one more of your partners! If you don't have Parakarry or Kooper upgraded, definitely upgrade one of them. They're very useful.

At the bottom left of this new room is another bomb-able wall. Do that, and in this room, break the block and collect the Diamond Stone. Go back a room, and jump on the trampoline. Go to the next room, and, staying on the ground, avoid the beetle and head into this room, with the chomp carvings on the wall. The top door is locked, so lets go down the bottom door. Fall down the edge, (don't worry, it's safe!), and break the block, stepping on the switch makes stairs appear so you can grab the key. Go the only way you can now, left. Now, we're in a hallway with a bunch of beetles. Either run or defeat them (upgraded Kooper's special attack makes them easy). Get to the other end of the hallway and back to the room with the trampoline. Go up the trampoline, into the room on the bottom-right, and up the stairs, unlocking the door.

This is a sand filled room, with a switch on the one end, so step on it. Upon draining the room, you see a nice, helpful little pattern. There's really no reason to remember it, since I will just tell you it. Go outside the room, across the sand, and into a room that has the Lunar Stone with a block in your path. Break the block and collect the stone. Upon collecting the stone, a chomp will fall on you and you will be swept into battle again.

After the battle with the chomp go all the way back to the room with the three caskets and the stone block with the thing behind it. Get the artifact, and drop down to the ground, and go right, to the room with all the stair cases (not the coloured ones!). Go into the bottom-most door and break the block, releasing a chomp, but not on you this time. However, you can't leave until you defeat it. Grab the Pyramid Stone either before or after defeating the chomp, and head back outside. Go through the bottom-left most door and continue left.

When you reach the room with the gap, the stairs and the beetle, Go to the bottom-right most door, into a room with five chomp statues that have "x"s on them. Put the Pyramid Stone on the left most statue, the Diamond Stone on the middle statue, and the Lunar Stone on the right most statue. Head down all the stairs, refill your health and flower points, (if needed), and go to the next room to save. After saving, go into the next room to fight the boss.

Boss: Tutankoopa[edit]

Tutankoopa

Tutankoopa

  • HP: 30
  • Attack: 3
  • Defense: 0
  • Attacks:
    • Shell Heave (3)
    • Magic Spell (2, Mario; 2, Partner)
    • Traitor Spell (2, Tutankoopa)
    • Summon Chomp

Chomp

  • HP: 4
  • Attack: 3
  • Defense: 3
  • Attacks:
    • Body Hurl (3)
Tutankoopa starts his fight standing on an elevated platform, so Kooper won't be of much use. Tutankoopa has 3 Buzzy Beetle shells with him, which deal 3 damage when unblocked. The worst thing he can do is summon a Chomp. Chomps have 3 points of defense, so most attacks simply bounce off. Quake Hammer is a good answer, ignoring defense and dealing 2 damage to both the Chomp and Tutankoopa. After a while, Tutankoopa starts casting magic spells which drop a giant Chomp in the middle of the field. This seems to do nothing at first, but watch out for the rubble it shakes from the ceiling. 2 damage isn't that dangerous, but it can also injure your partner for two turns. Occasionally, however, the rubble hits Tutankoopa instead, dealing two damage to him and knocking him to the lower level. Your spiffy new Super Hammer should work just nicely on him. For partners, your best choice is Parakarry, since his Shell Shot deals 6 damage to Tutankoopa and 3 damage to the Chomps.

Peach: Libraries are for Nerds[edit]

This section is a stub. Help us expand it, and you get a cookie.

Unlike the first Peach section, you get to do more than read Bowser's Diary. You get to metal gear in a library! To start, navigate through the Koopatrols to pick a door. Among these doors are a dining room, a room with Deep Focus and a chest with a copy in Merlee's house, teleporting whatever in one to the other, and a library. Inside the library are some more guards, a Power Rush badge that you can put in the chest now, but otherwise you'd have to wait until after Chapter 5. Continuing left, there is a Koopatrol and a Hammer Bro talking about Tubba Blubba, and how he's "Invincible" but they catch Peach, and Twink gets away to tell Mario