Paper Mario/Toad Town Tunnels

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Toad Town Tunnels is an area that runs below Toad Town and is accessible via pipes. As Mario gets stronger and collects powerups, more areas will become accessible. Most areas are optional.

Blooper[edit]

Blooper
  • HP: 30
  • Attack: 3
  • Defense: 0
  • Attacks:
    • Spin Drop (3)
    • Ink Blast (3)
Blooper can be quite dangerous if you don't know what you're doing. While its Spin Drop move has obvious block timing, its Ink Blast is much harder to read. Power Jump is as useful as ever, and Goombario's Headbonk is the only move your partners can hit Blooper with pre-Parakarry. It might seem like a good idea to bring Parakarry from Mt. Rugged since Shell Shot deals 5 damage, but be wary of its 3 FP cost (meaning you'll be losing 5 FP per turn with Power Jump). Your spiffy new Refresh power can come in handy if you're in a tight spot.

Electro Blooper[edit]

Electro Blooper
  • HP: 50
  • Attack: 4
  • Defense: 0
  • Attacks:
    • Spin Drop (4)
    • Ink Blast (4)
    • Electric Charge
    • Electric Drop (6)
Nothing's stopping you from leaving Dry Dry Ruins the moment you get the Super Hammer and immediately fighting Electro Blooper. Not that the Hammer would be any help, since all Bloopers are airborne. Electro Blooper's attacks deal 4 damage on average (up 1 point from Blooper's 3), but that's not the worst part. Electro Blooper lives up to its name by being able to give itself an electric charge. This makes it damage Mario when he uses Jump attacks, the only thing that Mario can use against Electro Blooper without badges. What's worse is that, when charged, Electro Blooper's Spin Drop deals a whopping 6 damage. Thankfully, it loses its charge after this. Thankfully, you can make it lose its charge by other means, namely Parakarry's Shell Shot (which should deal 6 damage if he's Super Ranked) and Hammer Throw. If you've been diligently collecting Star Pieces up to this point and haven't spent any yet, you should have enough to afford Zap Tap from Merlow on Shooting Star Summit. This lets Mario charge himself with electricity, allowing him to jump on Electro Blooper with no problem (this also removes its charge, so you can free up BP by unequipping Hammer Throw).

Super Blooper[edit]

Super Blooper

Super Blooper:

  • HP: 70
  • Attack: 5
  • Defense: 0
  • Attacks:
    • Spin Drop (5)
    • Ink Blast (5)
    • Get Enraged
    • Enraged Drops (10 x 2)
    • Make Babies (creates Blooper Babies)

Blooper Baby

  • HP: 6
  • Attack: 2
  • Defense: 0
  • Attacks:
    • Kissy-Kissy (2x5, recovers health according to damage)
The last of the Blooper fights. Super Blooper does 5 damage with its Spin Drop and Ink Blast, but it gets worse. Sometimes, it can become enraged instead of attacking (which can't be canceled by an attack). Then, its next Spin Drop will do a whopping 10 damage! Another troublesome thing it can do is give birth. This adds two Blooper Babies to the field. They'll try to drain your health 2 points at a time, and need to be shaken off by mashing A. Zap Tap stops these attacks before they start, so consider that. Super Blooper is susceptible to being Shrunk, so Shrink Stomp helps. Bow's Outta Sight is good for avoiding the enraged Spin Drop, plus her Smack can take out Blooper Babies in one hit if she's Ultra Rank. The Star Storm power clears the field of Blooper Babies and does 7 damage to Super Blooper, but you can't just throw it out like a regular attack.