Super Paper Mario Walkthrough: Chapter 1- Lineland through Yold

Tuesday, June 17, 2008

By Nintendogirl_21 of It's-a-Mario

Prologue

Watch the backstory of the game before creating a game file, then enjoy the pretty unconventional opening cinema (no mail from Peach? What’s with that?) where you’ll learn that a new dominant force is hell-bent on world destruction. Was there any doubt? Accept Merlon’s quest to begin and earn your first Pure Heart. Well, that’s the easiest one you’ll earn. You will now play as Mario with a new sidekick, a Pixl butterfly named Tippi. She is so similar to Legend of Zelda’s fairies, it’s scary. You begin in the small town of Flipside which acts as the hub for all other worlds you will explore. And you get a Return Pipe to use within areas to return to Flipside whenever you want. Follow Tippi left and take the elevator. Go left again and save at the save block, then follow her right to another elevator to take. Go left to what is known as a Heart Pillar. Press up on the C-pad to place the Heart there. The elevator to your first chapter is revealed. Take the down elevator, save again, then take the fancy elevator up to the top floor of Flipside Tower and enter the first door to officially begin Chapter 1 in Lineland. BTW, I find it hilarious to imitate O’Chunks’ Scottish accent :o)

Chapter 1-1: The Adventure Unfolds

This may be familiar to Paper Mario gamers (Pleasant Path in PM and Petal Meadows in TTYD). Go right and stomp some enemies, and grab a mushroom from the item block. Scale the wall using the block as a stepping stone, then jump the gap and take the pipe. Nab a Shroom Shake, then exit back through the other pipe. Go right some more, up the stairs, and save here. Anybody home? Enter the abode and point your remote at the screen to use Tippi’s handy finding feature. When you see a door, press 2 to reveal it in regular mode. Take it inside to meet Bestovius. Answer no until he caves in and teaches you the 3D ability for free (penny-pincher). This is an awesome effect, privy only to Mario. So, whenever I say flip, that’s what I mean. In the house, flip to find a Shroom Shake and Shell Shock, then exit back outside. Save, then flip by the house for more items, then head down the stairs, flip for coins, then flip at the wall to get by it. Flip back, enter the door, and head right to a pipe. Flip and find the Goomba card behind it. After the pipes, get the mushroom, then jump the brick blocks to make the gap. Head right to big gap, then flip and pass it over. Jump the next gap and then take the door. Head right to a spring, take it, then flip to pass the wall, and hit all the Squiglets for super points. Head right through the door at the end and flip to avoid the Piranha Plant enemies in the pipes. Use the item block for an awesome Mega Star, run through the next of the level, then hit the star box at the end to finish.

Chapter 1-2: Afoot in the Foothills

Head right and up the mountain. Stand in the thin red square to be transported across. Flip and hit the blue ! switch. Climb the next mountain and ride the square transport track again. Head through the door and go upstairs over the gap. Flip and use the item blocks as steps to the top. Flip at the gap and jump across the brick blocks right to a second set. Follow them, then flip to avoid the Spinies rolling down the hill. Head through the door, then right and down the pipe into the background, a recurring activity from PM and TTYD. Head left and into the house. Flip and talk to the guy, then flip into back to 2D to “save” him. Answer “red”, then exit back and take the pipe, then go across the bridge. Save and enter a small town. Flip at the brick formation and enter the pipe. Inside, flip for more coins, then exit back. Jump to the roof at left, then jump along right to get a Boomboxer card. Take the door right of the pipe, then flip and enter that pipe. Flip to avoid the Thwomp enemies and take the door. Point the Wiimote at the screen to reveal a door, then take it and open the chest to gain your first Pixl, Thoreau (phonetic name taken from a literary author). Over the chest, use Thoreau to grab the block, then jump back and toss it at the blue ! switch on the ceiling in mid-air. Exit back to town, then enter the house at right to meet Watchitt. Talk to him, then exit and take the pipe at right into the background. Inside the house, talk to Green to activate the next bridge. Answer his question any way you want (say Both for a very funny response!), then head out and across the bridge. Jump at the star block to clear the level.

Chapter 1-3: The Sands of Yold

Head right until you find a big red tree. Jump back and forth under it in 2D 10x to make a door appear. You can skip a lot of nuisances by taking it now. It really isn’t necessary to do anything beyond this door, so go ahead and take it. Go right, using the blocks to across the quicksand, spring up, and use the square transport track. Head right and flip to cross the quicksand, then again around the brick blocks. Spring up and land on the brick blocks above a ! switch. Jump right on the block, then use Thoreau to activate the switch. Use the transporter again, then head right and save. Flip and jump on top of the save block, then to the brick blocks. Flip again and jump across to a pipe. Suck, suck, suck (*imitating sound effects of taking pipe to suggest that you should take the pipe*). Flip to get more coins from the blocks, then exit, save, and enter the door for your first mini-boss fight with O’Chunks. This is pretty straightforward. He will try to jump on you, so use Thoreau to pick him up and throw him down, then in a shocking plot twist, jump on him instead. After the fight, enter the next door and head left, taking the platforms to another door. Take it, then read the statue’s sign. Flip and read the other side, collect the coins, then exit back a room. Head right and spring up to the moving platforms. Take them and head through the next door. Head right to a blue platform. Stand on it and press 1 and minus (-) at once, then hit the star block to clear the level.

Chapter 1-4: Monster of the Ruins

Head down the stairs and through the door. Head right and over the quicksand, then flip to pass the fire. Flip back, then jump up to the block, then right. Head down the ladder and grab the Life Shroom, then go back to the first block and enter the right door. Flip to pass the fire, then go all the way up to the blocks seen only in 3D. Hit them both, then, in 2D, take the door. Flip to pass the Tromps, then climb the ladder to a chest for a key. Head back through the last door, then open the locked door and head through. Save here, then head right, flip to pass the Tromp enemies, then jump to the item block to reach the door. Inside, fall to the right, then throw an enemy at the switch to hit it. Climb the ladder up and head back through the door. Go back left to the block structure and use Thoreau to nab another key. Go through the locked door and once downstairs, use Tippi (point Wiimote) to reveal a ledge under the door. Jump off the stairs to it and through the door. Head right to a dead end, then flip to pass it right. Open the chest for a Buzzy Beetle card, then head back left and flip under the key to a hidden passage where you can collect the key. Head back and unlock the door to head through. Spring up and head left to a dead end, then flip and climb the ladder. Jump on the ! switch, then run left very quickly to avoid being trampled by Spinies. Press the red switch, then fall down the hole to land on the pile of Spinies. Ingenious. Head through the door, then flip to see the blocks are numbered. Hit them in numerical order (*let’s count, children….1….2…3…4*). Head up the stairs, get the Super Shroom, then save. Take the pipe to meet your first big boss, Fracktail. This is an easier version of Hooktail, Gloomtail, and Bonetail from TTYD. Dodge him as he barrels towards you from the background, then flip to see him coming across the area. Jump onto his back to ride him, then use Thoreau to grab enemies and throw them at Fracktail’s antenna. You’ll be thrown off, but just repeat those tactics to win. Head through the new door and down the stairs to meet Merlumina and get your second Pure Heart. That will cue a side cinema with Peach trapped in Bleck’s castle. Now you’ll play as her. Follow the Koopa through the first door, then left through the first door you come to each time until you reach a dead end. Luckily, Peach escapes. But to where? Then a mysterious conversation takes place between two unknown people. Secrets abound!

Epilogue

Now back to Mario in Flipside. Take the elevator at left, then follow Merlon inside his house. A girl fell from the sky? Hmm…who could that be? Follow Merlon outside and take the up elevator at right. Head left to find Peach unconscious. Take the elevator back down and head left to the shop (a mushroom sign sits outside it). Buy anything you want, but make sure you have at least one Fire Burst on hand. Take the down elevator at right, then head right into a bakery (with a teapot sign out front). Give the cook the Fire Burst to make Spicy Soup. Head left and use the up elevator, then go right and up another elevator (not the fancy one). Head left to return to Peach. Give her the soup to revive her (and a cute “hi” from Mario) and she will join your party. You also receive the Old Key. Outside, use the + button to change partners back to Mario. Outside Merlon’s house, flip and use the key to unlock the gate at right. Follow a hidden path at right in 3D. Flip back to 2D at the end, then head right and enter the pipe. Head left from here to a sign, then flip and follow another hidden path. Head left and flip again to climb the rocks. As Peach, float from stone to stone using her umbrella move. Approach the Heart Pillar and press C-up to place the Pure Heart and reveal the door to the next chapter. Backtrack to Flipside’s main district, rest at the inn if needed, then save. Take the fancy elevator next to Merlon’s house up to the tower, then through the second door to Gloam Valley.

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