Welcome to The Paper Mario the Thousand Year Door Guide! Scroll down to find the navigation to the Guide to the beloved Mario RPG! Play as Mario, who was asked to take a trip to Rogueport by Princess Peach, only to find she's gone missing! After finding a map, Mario realizes he needs to find the seven crystal stars to open the thousand-year door and stop the mysterious kidnapper's plans!
0
Attacks one enemy multiple times for 1 point of damage per hit. Does not work on spiky, fire, or electrified enemies.
4
Swallows an enemy and shoots it at the ground-bound enemy right behind it, damaging both of them. This move ignores Defense Power.
3
Throws a set amount of eggs at various random enemies, dealing 1 HP of damage per hit to them. This attack may make them tiny.
6
Calls a herd of Yoshis to attack all enemies, no matter their elevation on the battle stage.
Yoshi Kid has many high damage moves that either pierce through defense or take advantage of enemies with low defense. He has a move that damages all enemies, which is always a plus, as well as a healing move that doubles as a move that deals the tiny status effect. A well-rounded partner that's also good at what he's focused on.
0
Punches an enemy and leaves it magically burned. Does not work on spiky, fire or electrified enemies. The burn will make bomb-type foes explode and defeat themselves instantly.
1
Hides Mario and herself in the shadows to negate all damage for a turn. Next turn, Vivian will be unable to act. If Mario acts before Vivian uses this move, he too will be unable to act next turn.
6
Attacks all enemies with fire, penetrating their Defense Power and leaving them burned. This move is particularly effective against ice and undead enemies, and it heals fire foes. The burn will make bomb-type foes explode and defeat themselves instantly.
4
Blows kisses at all enemies, possibly confusing them.
Vivian is peak in her all-around nature, having a defense move, (Veil,) an enemy focused move (Shade Fist,) and a move that deals damage to all enemies. (Fiery Jinx.) An all-around character that can do really anything you'd expect from a partner except maybe a healing move.
0
Hits enemy twice. Does not work on spiky, fire or electrified enemies.
0
Analyzes enemy and reveals their HP and other statistics.
3
Attacks enemy repeatedly for diminishing damage (minimum 1 per hit). Does not work on spiky, fire or electrified enemies.
4
Gives Mario a second turn, at the expense of her own turn.
Goombella doesn't seem to be anything special at first, being the first partner you receive. But with use, she will prove to be a very important partner. (Being forced if you go for 100%) She has pumping moves, which are surprisingly rare and can work with Mario to take down flying or floating enemies. Her second move though, is very very important. Her tattle move will give battle strategy, (Particularly useful during cryptic bosses,) and permanently show the HP for that enemy for the rest of the game. You are required to get every tattle dialogue for 100% completion. There is a badge that shows the enemy HP, but it doesn't cost you much to use the turn to tattle an enemy to grind for 100% while also saving BP for other badges.
0
Attacks one enemy. Does not work on spiky, fire or electrified enemies.
4
Blows enemies away from battle. This move is particularly effective against aerial or weak enemies. Also clears fog.
3
Transfers an enemy's HP to Flurrie's HP. This move pierces Defense Power. Does not work on spiky, fire or electrified enemies.
4
Makes Mario dodgy for a few turns, so that attacks directed at Mario miss more often.
Madame Flurrie seems not that useful, maybe even bad on first glance, and I admit that's what I thought on my first playthrough, barely using her in battle. After some convincing, I admit she is actually widely useful. Gale Force is perfect for large groups of enemies, as you still get star points after they are blown away. She can heal herself for repeated use, and has a move to deal with one enemy.
0
Attacks the frontmost ground-bound or low-hovering enemy. Avoids contact damage from spiky, fire or electrified enemies.
3
Attacks all ground-bound and low-hovering enemies. Avoids contact damage from spiky, fire or electrified enemies.
4
Summons a Koopa Shell to protect Mario for a few turns.
6
Attacks all ground-bound and low-hovering enemies, ignoring their Defense Power. Avoids contact damage from spiky, fire or electrified enemies.
A lot of people dag on Koops, but I've never understood the hate. He has an attack that attacks all ground enemies, with very low FP, especially after badges. He Has a higher FP version that can pierce defense which can be used against rock enemies.
0
Attacks the frontmost ground-bound or low-hovering enemy. This move is particularly effective against fire and undead enemies, but Buzzy Beetles are immune to it. Also flips Clefts, clears fog, and makes bomb and bullet-type foes explode and defeat themselves instantly.
3
Sets up three time bombs to explode on two turns. Where each bomb lands will determine what characters (whether friend or foe) will be damaged, regardless of elevation. This move is particularly effective against fire and undead enemies, but Buzzy Beetles are immune to it. Also flips Clefts and makes bomb and bullet-type foes explode and defeat themselves instantly.
4
Damages all enemies that make contact with Bobbery.
9
Powerfully bombs all enemies. This move is particularly effective against fire and undead enemies, but Buzzy Beetles are immune to it. Also grounds aerial foes, flips Clefts, clears fog, and makes bomb and bullet-type foes explode and defeat themselves instantly.
Admiral Bobbery seems like a partner that was too OP so they mega nerfed him. Now he's barely usable. All of his moves are very, very specific. There's not much else to say.
0
Attacks the frontmost ground-bound or low-hovering enemy, ignoring their Defense Power. Does not work on spiky, fire or electrified enemies.
2
Steals the frontmost ground-bound or low-hovering enemy's held badge or item.
3
Makes all enemies Dizzy.
10
If successful, Mario recovers up to 10 HP.
It's like the same thing as Bobbery except worse. The only reason she isn't in F tier is because her ability on the field can be useful without a guide, and well...
How to choose what Yoshi Color you get
Combat
Badges
Cooking Recipes
Recruiting Ms. Mowz
Paper Mario: The Thousand Year Door Walkthrough
During chapter 3, a Yoshi egg will follow you around and later will hatch. The number of real-life minutes it takes from its recruit to the time it hatches determines the color you get. The times for each respective color are listed below.
0-6 minutes: Green
6:01-9 minutes: Red
9:01-11 minutes: Blue
11:01-15 minutes: Orange
15:01-18 minutes: Pink
18:01-19 minutes: Black
19:01-20 minutes: White
In order to hatch the egg, you need to get to rank 11 and then flee from the unwinnable battle. You then get to see what cute yoshi color you get!
During your time in the Paper Mario world, you'll run into many battles against enemies. It's Important to be prepared, so here's everything else you need to know.
The Actions you have consist of action commands. Action commands are a certain thing you need to do on the controller, ranging from pressing the A button at the right time to rotating the stick as fast as possible. Here are the actions Mario can do, along with the action command. Along with normal action commands, Mario or one of his partners can press A an additional time (Time specified by wearing the Timing Tutor badge), to perform a stylish move. Stylish moves provide extra star points to Mario.
Jump - Press A as soon as you land on the enemy.
Hammer - Hold the left stick in the left direction until the red light lights up.
When enemies are attacking, Mario can guard with the B button. If Mario instead guards with the A button, with a shorter time period, he can do a superguard. A superguard protects Mario and deals a certain amount of damage to the enemy.
If Mario or a partner successfully do an action command, the bingo wheel will spin 2 panels. If the panels match, then Mario will have a chance at a bingo. At the next action command, if the 3rd panel matches with the other 2, Mario gets some kind of effect. The match's effects are shown below
Mushroom: Full HP
Stars: Full Star Power
Flowers: Full FP
Shine Sprites: Everything Full
Poison mushrooms: HP, FP, audience, and star power will be reduced by half.
During Battle, some attacks can cause an effect, or Status Effect on Mario, his partners, or the enemy or boss. The effect names and what they do are listed below.
Allergic - Prevents further status effect changes.
Burn - Loses one HP every turn for a number of turns, lower than Poison.
Charged - Gains extra attack power for one attack.
Confused - Mario has an approximate 50% chance to do something he was not directed to do.
Danger - When Mario's HP is from 2 to 5. Some badges only activate when Mario is in danger.
Soft - Lowers defense by 3.
DEF-UP - Raises defense.
Dizzy - 50% chance to miss the attack.
Dodgy - 50% chance to dodge the attack.
Electrified - Takes 1 damage and stops the attack if it has multiple parts.
Fast - Ability to take multiple turns
Frozen - Not able to move, will take 1 damage when the ice is broken.
Huge - Boosts attack power by 2 for multiple turns.
Immobilized - Not Able to move.
Invisible - Not able to be damaged.
Payback - The attacker will take 50% of the damage the deal on a character with the status.
Peril - When Mario's HP is 1. Some badges only activate when Mario's in peril.
Poison - Loses one HP every turn for a number of turns, higher than Burn.
Tiny - Loses attack power.
Prohibited Command - Prevents Mario from using certain actions.
HP Regen - Recovers HP every turn until the end of the effect.
FP Regen - Recovers FP every turn until the end of the effect.
Sleep - Not able to move.
Slow - Can only attack once every turn.
You can also jump onto an enemy or hammer it in the field to initiate a first strike. A first strike with deal extra damage to the enemy in front, while you still get your turn. You can also do this with partners. If an enemy chases you, it can sometimes do a first strike to you. you can still block though.
Badges can help Mario and his partners level up certain abilities and are the most customizable part of The Thousand Year Door. In order to create the set of badges you want, you need to know where to find them. Below is a table of what the badges do and where to find them.
To unlock cooking in The Thousand Year Door, you have to finish Zess T.'s quest available by the beginning of the game. The unlock cooking with 2 ingredients, you have to finish the Trouble Center quest available after Chapter 4. below are tables of all of the recipes in the game.
To recruit Ms. Mowz, you need to go to the Trouble Center after Chapter 4 and select the "Elusive Badge!" Trouble. Meet her on top of the roof next to the Lovely Howz of Badges. The clue is that it's in Hooktail Castle and that one needs to "harness the power of the wind" This means that you need to use Flurrie's ability in the center of the arena in Hooktail Castle to get the badge. Return to the roof and give her the badge and she'll join your team.
This Walkthrough includes Star Pieces, Shine Sprites, in depth guides, etc. Below are links to specific points and chapters in the game.
SkillGuide #1