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m (Reverted edits by 92.191.144.88 (talk) to last revision by Procyon)
(Explain how to reach Shiver City)
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{{Header Nav|game=Paper Mario}}
{{Header Nav|game=Paper Mario}}


==The Blue Door==
==A Message From Merle==


Go to the fortune teller in Toad Town main square to start the next Chapter. Proceed down the tube into Toad Town tunnels, down the hole (if it's covered double jump pound to break) and go right. Use sushi to swim across and into the next area. Watts special ability will reveal invisible boxes leading to the blue door. Hit them all, use ParaKarry to get across and into the blue door.
===Meeting Merle===


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, He learns Fire shell which can hit all enemies with fire damage. All these enemies in this level are ice.  
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.


To the right is Shiver city.
===Into The Sewers===


==Murder Mystery: The Mayor==
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:
 
# Star Piece
# Life Shroom
# Bump Attack Badge
# 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!
 
==Shiver City==
 
===Murder Mystery: The Mayor===


Go to the Mayors house first, far left side, most left house where you will begin the mystery. Your going to want to go far right now to the pond and double jump and smash it till it breaks. Get the key at the bottom with sushi and proceed into the locked warehouse.
Go to the Mayors house first, far left side, most left house where you will begin the mystery. Your going to want to go far right now to the pond and double jump and smash it till it breaks. Get the key at the bottom with sushi and proceed into the locked warehouse.
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Go to the top and across to the next house, Finding Herringways secret room. Talk to him and go back to the mayors house.
Go to the top and across to the next house, Finding Herringways secret room. Talk to him and go back to the mayors house.


==Jr. Troopa Encounter==
===Jr. Troopa Encounter===


Make sure your good to go fighting condition before you head out the Gate.  
Make sure your good to go fighting condition before you head out the Gate.  
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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.
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.


==Starborn Valley==
===Starborn Valley===


Past the Scary monster is Star Born Valley where there is a save and heal point.  Here you will talk to another mystic and he will give you "a scarf".  Take the scarf and head back to the Mayor in Shiver City.
Past the Scary monster is Star Born Valley where there is a save and heal point.  Here you will talk to another mystic and he will give you "a scarf".  Take the scarf and head back to the Mayor in Shiver City.


==The Snowman Guards==
===The Snowman Guards===


Remember the snowmen in front of the gate to the North. Place your scarf on the first snowman and now you need to place the bucket hat you got from the mayor and now you have your gate to the North.
Remember the snowmen in front of the gate to the North. Place your scarf on the first snowman and now you need to place the bucket hat you got from the mayor and now you have your gate to the North.


==The Star Stone==
===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.
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.

Revision as of 15:42, 7 February 2021

A Message From Merle

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!

Shiver City

Murder Mystery: The Mayor

Go to the Mayors house first, far left side, most left house where you will begin the mystery. Your going to want to go far right now to the pond and double jump and smash it till it breaks. Get the key at the bottom with sushi and proceed into the locked warehouse.

Go to the top and across to the next house, Finding Herringways secret room. Talk to him and go back to the mayors house.

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.

Starborn Valley

Past the Scary monster is Star Born Valley where there is a save and heal point. Here you will talk to another mystic and he will give you "a scarf". Take the scarf and head back to the Mayor in Shiver City.

The Snowman Guards

Remember the snowmen in front of the gate to the North. Place your scarf on the first snowman and now you need to place the bucket hat you got from the mayor and now you have your gate to the North.

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.