-
-
This page contains a fully-written text walkthrough for the 2007 Platformer/RPG Super Paper Mario. The game was developed by Intelligent Systems in the tradition of the Paper Mario series exclusively for the Nintendo Wii. Below the main text walkthrough we have included links to other walkthroughs, faqs and videos. Use the table of contents to jump to a particular section
-
-
Introduction
- This is a detailed guide for the Nintendo Wii video game Super Paper Mario, the third installment in the Paper Mario series. This walkthrough includes:
- Secrets that will help you beat the game faster
- Locations of the mandatory Pixls (Mario's "helpers" that give him special powers)
- Easy to read, thorough strategies for each level
- Key tips to make the game a more fun experience
- The walkthrough follows the path of the main storyline, providing the fastest way to beat each level. Feel free to explore the levels further to find goodies that could make the game even easier. Spoilers have been eliminated as much as possible, but they sometimes rear their heads when absolutely necessary.
-
Tips and Controls
- All of the controls for the game can be brought up by simply pressing the minus (-) button. This is the quickest way to view all of the controls.
- To pause, press the plus (+) button.
- If you get stuck, flipping normally helps you get out of a bind. Press A with Mario to flip.
- If flipping doesn't help you out, weigh your options and test Pixls that could help the situation. Use Pixls with the 1-button.
- If there's ever a huge gap between your current spot and your destination, Princess Peach's umbrella will normally get you across without any problems. Holding the 2-button to jump causes Peach to whip out her handy parasol when necessary.
- Bowser's double damage is very handy, especially in boss fights. A key combo is pairing Bowser with Thudley. Since they both do double damage, the combination of the two allows you to do quadruple damage.
- Additionally, Bowser's fire breath (activated by holding down on the d-pad) is a good way to keep your distance while doing double damage. Using Carrie, Bowser can breathe fire while jumping.
- Luigi's super jump is a great way to eliminate enemies from below. Luigi's unique ability also helps in getting over obstacles that flipping can't get you around.
- There are always several ways to do things in this game. If you find a quicker or better method than the one listed for a given moment, feel free to improvise and do your own thing if it works.
-
-
Super Paper Mario Walkthrough
- You will have to go through a bunch of text explaining the story before you can actually play.
- Have Mario follow Tippi to the elevator. Press up on the d-pad to use the elevator.
- Continue following Tippi to the right. Have Mario use another elevator to go up.
- Walk as far as possible to the left in order to hear Tippi speak. Walk up to the pillar and place the Pure Heart inside it.
- Proceed back to Merlon's house.
- Note : Tippi will point out a Save Block on the way. Use Save Blocks whenever you need to save your progress.
- Merlon will give you a Return pipe when you speak to him again. Walk over to the red door and go through it.
-
-
Chapter 1-1 The Adventure Unfolds
- Move to the right and stomp your first Goomba. Hit all of the ? Blocks.
- Stomp another Goomba. Hit the last block to get a coin.
- Use the jump off the block and go around the blocked door.
- Go down the warp pipe across the gap. Open to treasure chest to obtain a Shroom Shake. Leave this area by heading back to the place where you entered.
- Stomp the Squiglet twice to knock it out. Go forward and save your progress at the Save Block.
- YouTube: Super Paper Mario The Adventure Begins (Time: 8:25)
- Enter the house that you see ahead.
- Active Tippi, who will find the secret door located in the center of the house. Go inside the door.
- Say "no" when Bestovius asks you for 10,000 coins. Reply with a "yes" when he offers to just take all of the coins you possess. You now have the ability to flip to 3-D by pressing the A button.
- Note: Your flip time is limited by the rainbow-colored bar. When the bar goes all the way down, your health will begin to decrease!
- Flip with Mario. Grab the Shroom Shake and Shell Shock items.
- Exit the house. Flip and hit 3 ? Blocks to get some goodies.
- Go down the steps. Flip for some extra coins.
- When you get to the blocked door, flip and go inside the blocks. Flip back to 2-D to enter.
- Head right and stomp a Koopa. Use his shell to defeat all of the other enemies ahead.
- Flip at the large warp pipe and locate the Goomba card. Pick up the card. Go past the pipe. Flip back to 2-D.
- There is a hidden Goomba in between the 2nd and 3rd pipes if you would like to stomp him to get extra experience.
- Get the ? Block and stomp the Goomba. Jump to the top of the upper blocks to get across the gap.
- Once on the other side, get another ? Block and flip to get 10 coins from the hidden block.
- Stomp 2 more Squiglets. Hit all of the ? Blocks.
- To cross this big gap, flip into 3-D and proceed to the left across the secret background hills.
- Take out another secret Goomba Flip back to 2-D and go across the brown blocks.
- Stomp another Squiglet and his purple counterpart (a Squig). Go to the end of the stage.
- Flip to 3-D, stomp a Squiglet, flip back to 2-D and go through the door.
- Head right and take out a Springy and his "offspring."
- Instead of jumping over this hill, flip to 3-D, grab the ? Block, and walk through it.
- Stomp another Squig, then a Squiglet. Flip to 3-D to stomp another Squiglet.
- Jump under the blocks to take out another Squiglet and you will get a ? Block.
- Flip to 3-D at the hill, and battle all of the Squiglets you want to. Move to the other side of the hill and flip back to 2-D.
- Take out another Springy and a Koopa. At the brown blocks, flip to seek and destroy another hidden Springy.
- Jump across the gap and enter the next door.
- The easy way to get past the Piranha Plant is to flip and go through the pipes.
- Use the ? Block to get a star. Use your newfound powers to charge through your enemies as far as you can!
- At the end, break the box to get the star, which ends the chapter.
-
-
Chapter 1-2 Afoot in the Hills
- Head forward and get the ? Blocks and take out a Koopa.
- Go forward and take out 2 Paratroopas Climb the brown hills while taking out another brown Koopa.
- When you get to the top, go into the red square to be transported.
- Flip to hit the blue button and flip back.
- Climb the new hills and use the transport squares.
- YouTube: Super Paper Mario Afoot in the Foothills (Time: 8:12)
- Flip to 3-D. Go back a bit to get a secret coin.
- Climb back up the hills and enter the red door.
- Jump over the gap and flip to get 4 ? Blocks. Use the blocks to climb up.
- Get 4 more ? Blocks. While on top of them, flip so that you can jump onto the brown blocks above.
- Flip back to 2-D and take out a brown Koopa and a Paratroopa. Take out another Paratroopa and cross the brown blocks.
- To avoid the spiky balls, flip to 3-D and climb the hill.
- Go through the red door.
- Go into the warp pipe. Head left and into the house on the backdrop.
- Go upstairs, flip, and talk to the red guy.
- Stand close to the red guy and flip back to 2-D.
- Leave the house and go back to the "front" of the level. There you will find a bridge that you must cross.
- Hit the Save Block if you want.
- Note: There is a store just past the Save Block if you would like to buy something.
- Hit the ? Block located just past the store to get a Mushroom.
- Flip when you get to some brown blocks. Go down the warp pipe, grab the coins and return up the warp pipe.
- Go into the house just past the brown blocks. Flip to 3-D to find a warp pipe and go down it.
- Flip and go behind all of the Thwomps. Now, go through the red door.
- Activate Tippi, who will find the hidden door, and enter that door.
- Open the chest to your right to get Thoreau.
- Tip: Thoreau is a pretty handy Pixl, as he allows you to pick up and throw various objects.
- Grab the block to the right using Thoreau with the 1-button. Head left and throw the block up at the blue ! Block.
- Exit the underground area using the same methods that you used to enter. Exit the house.
- Go into the next house and talk to the elder. Since you have Thoreau, he'll let you pass through the town.
- Go right and into a warp pipe. Go to the house in the backdrop and speak to Green to activate the bridge.
- Go across the bridge and get the star to finish the level.
-
Chapter 1-3 The Sands of Yold
- Go right until you get to a rock. Flip and stomp a Squiglet for some additional experience.
- Flip back to 2-D and fight four more Squiglets and a Squig.
- Flip and take out another Squiglet. Retrieve all of the ? Blocks. Use the super-speed to do as much as you can.
- Get the next ? Blocks and stomp on three more Squiglets.
- Tip: Watch out for Poison Mushrooms!
- YouTube: The Sands of Yold (Time: 9:12)
- Keep heading right until you cross the sand-river. Use Thoreau to grab the Bald Cleft and throw him into the sand-river.
- Climb to the top of the blocks and get the ? Blocks.
- When you get to the next rock, flip to take out two Squiglets and to get a Squig card.
- Hit the block under the Boomboxer to hurt her and knock her down. Stomp on her to take her out.
- To take out the purple thing, a Jawbus, you must flip to 3-D and sneak behind it. Flip back to 2-D to step on its ball.
- Go through the door at the end.
- Head right until you get to the pink thing; it's called a Cherbil. Step on it a few times to take it out.
- Stomp on the Goombas ahead. Flip at the pointy rock. Head right and off of that side of the level. When you reach the other side, flip back to 2-D.
- The pillar says to find the red palm tree and jump under it ten times.
- Head back to the other side of the level, doing any necessary flipping.
- Go to 3-D to get past the brown blocks and stomp three Goombas.
- As you cross the sandy rivers, there will be a rock on the second island. Flip and go behind it to get a Courage Shell.
- Take out the Boomboxer at the end of the level. Head all the way back to the left and go back through the red door.
- Head left until you get to the red tree and when you do, jump under it ten times.
- Go through the door that appears.
- Head right and take out the Squig. Jump onto the brown blocks and flip to take out a Squiglet.
- Use the spring to bounce to the ? Block on the left. Go through the transporter to the right.
- When you fall, stomp the Squig and Squiglet. Get the ? Blocks, but watch out for the Poison Mushroom!
- Flip at the huge sand river. Use the land bridge to cross it.
- Pass the brown blocks and use the spring to jump to the top of the other brown blocks. Stand on the stray block to the right and use Thoreau to hit the blue ! Button. Now go through the transporter.
- Get the ? Block. Flip and get on top of the brown block wall to the left. Here you must stomp on five Squiglets.
- Stomp a Squiglet and a Squig to your right. Continue to the right and jump onto the Save Block (use it if you want to).
- Flip and jump onto the brown blocks. Flip back to 2-D and cross the blocks to get to a warp pipe. Go down it.
- Get all of the ? Blocks in 2-D. Flip to 3-D to get more. Watch for the hidden multi-hit block in the middle! Now, exit the room.
- Fall down and head through the red door.
-
Miniboss: O'Chunks
- O'Chunks has 20 HP, and at this point, you should be able to inflict 2 damage points per jump.
- Keep your distance from him or he'll throw you causing 1 damage point each time.
- To take him out, use Thoreau to throw him. Jump on him while he's stunned. Do this 10 times and he's defeated.
- Exit the area via the red door.
- Head left and use the upward moving platforms to get to the red door. Go through it.
- Go left and read the pillar. Flip to 3-D to read it. Remember what it says. Proceed to the left (past the pillar) and flip to get some extra coinage. Exit the same way you entered.
- Fall down and head left in 3-D to take out three Goombas and to get a Ghost Mushroom.
- Head right and take out an Ice Cherbil. Keep going to the right to stomp on two Goombas.
- Use the spring and moving platforms to get to the door. Step inside.
- Get on the blue platform and press the "-" and "1" buttons to activate the next scene.
- Get the star and finish the level.
- YouTube: Miniboss: O'Chunks (Time: 1:17)
-
Chapter 1-4 Monster of the Ruins
- Head to the right and stomp a Squiglet. Head through the red door.
- Stomp the Buzzy Beetle. Pick up its shell with Thoreau. When another Buzzy Beetle falls from the ceiling, throw the shell at it.
- Let the next Buzzy Beetle walk into the sand-river.
- When the fire is out of the way, jump on the blocks it was attached to and hit the ? Block. Jump onto the top of the ? Block to get the item and to get away from the fire.
- Jump onto the brown block to the left and head up. In 2-D you can stomp a Squiglet. In 3-D, there is another Buzzy Beetle to take out.
- YouTube: Monster of the Ruins Pt 1 (Time: 9:22)
- Go back to the other side using the other brown block. When the Buzzy Beetle falls from the sky, attack it and knock its shell into the Squig. Now step on the Squig to finish it off.
- Head right and down the ladder to find a chest. Once you attain its contents, head back to the area with the fire and right to find the red door. Step inside.
- Flip to 3-D and run to the very end of the area. Hit both of the Arrow Blocks and flip back to 2-D. Now go inside the door using the blocks.
- Head right and up the ladder to get to the chest containing the key. Now go back to the previous room and unlock the door.
- Use the Save Block to the left, head right, and knock a Buzzy Beetle into the sand.
- Go into the sand and jump quickly to get all of the ? Blocks. Take out the Squiglet while you do this.
- Head right, pass the Spiky Tromps and stomp a Squig. Now flip to 3-D, get the ? Block, and climb up it to the other door. Go inside.
- Go right and fall down into the lower area. When a Squiglet falls down, pick it up with Thoreau and throw it at the ! Block above you. Once you hit the button, stomp the Squiglet and exit the room.
- Head left (where the blocks were located). Jump onto the brown block on the side and use Thoreau to get the key. Use the key to unlock the door on the far right of the room.
- Go right and use Tippi to make the platform below the floating door appear. Go into the door.
- YouTube: Monster of the Ruins Pt 2 (Time: 6:28)
- Head left past the fire until you get to the area with the key in the blocks. Flip to 3-D and go right (into the wall) to get the key.
- Before you leave this area, walk to the far right and flip to find a pathway to a secret area. Get the Buzzy Beetle card out of the chest and head back.
- Use the key that you found to unlock the door and return to the area from which you entered.
- There you will see a spring. Jump on the spring and go left. Once on the upper area, flip to 3-D and go up the ladder.
- Go right and hit the blue ! Button. Now head left and hit the red button to get rid of the Spiky Tromps. Fall where the Spiky Tromps fell and head into the newly accessible door.
- When you enter, flip and hit the red blocks in order by their numbers.
- Go up the stairs and hit the ? and Save Blocks. Head into the warp pipe.
- Head right and prepare for a fight...
-
Boss: Fracktail
- When Fracktail is flying about in the background, he'll eventually dive at you. Simply dodge him. Tippi will make a comment. Flip when Fracktail comes at you from the side. Once his head passes jump on his back.
- Head right and up his head. Use Thoreau to grab the Frackles. Throw the Frackles at the spinning green thing on Fracktail's head. After 3 hits, Fracktail will throw you off.
- Continue using the above strategy until Fracktail is defeated (it takes 9 hits to beat him).
- After you've beaten Fracktail, head into the red door and get the Pure Heart.
- YouTube: Super Paper Mario Fracktail Boss Fight (Time: 1:02)
-
Chapters 1 and 2 Transition
- Head right with the Koopa and open the door.
- Head left with the Koopa and go through another door.
- Go left and enter the first door you come upon.
- At this point, run left as far as you can.
- Now that you're Mario again, head down the area to the left and into Merlon's house.
- Exit the house and go left to the second elevator. Once up the elevator, head left. Some talking occurs here.
- Head right and back down the elevator. Go left past Merlon's house and down an elevator.
- Head right to the building with the green roof and the sign with the pot on it. Speak with the chef. You'll need a Fire Burst here, if you don't have one, go to the store and buy one, though you likely already have one.
- Head back to the third floor where the Princess and Merlon are located.
- "Speak" with the Princess to give her the soup. Now a lot of talking occurs.
- When you exit the house, you'll be in control of Peach. Pause and switch to Mario.
- Now, you need to flip to 3-D and look for a locked gate (which can be found on the right). Use the key Merlon just gave you to open it.
- Once the gate is opened, flip to 3-D again and find the secret path to the right in this area. Go along the path and to the next offshoot area.
- Go right and down a warp pipe.
- Head left until you see a hole in the ground. Fall down it to find a secret area with 2 chests. Get the chests and use the spring to get back up.
- Jump over the gap and stomp a Squig, now jump over the pillar and take out another Squig.
- Flip next to the pillar (on the left side) and you'll see an arrow leading to a secret area. Flip back to 2-D and head right.
- Take out a Squig and a Squiglet. Proceed to the left. Flip, climb to the top of the pillar and flip back to 2-D.
- Change to Peach. Now you'll have to use the umbrella to go from platform to platform. To make Peach use her umbrella, simply continue to hold the 2-button after you jump.
- Once you get to the other side, place the Pure Heart in the pillar.
- Change your character back to Mario and return to the area where the chapter doors are located.
- Go through the orange door to begin Chapter 2.

