After that head to see the Don again to get a train ticket. Once thats done continue until you reach the first room of the tree and then it's boss time. Once across them head down the pipe and thats the end of the prologue. Now, head up the stairs to the third floor, put the star key in the star shaped slot and it will reveal eight columns with keyholes. Head to the pipe to the east and continue heading up until you reach a room with two cages. Head back to the pit and fight until you reach rank 11, at this point you'll get a chance to enter the major league.
Engage the cannons and head to the next area. Go out of the pit to the juice bar, it's on the east side of the area, and talk to the clerk to receive the Super Hammer! The sound it makes will make the Hooktail ill and her attack and defense will drop. You'll see a badge block in the area, shoot Koops out below it to reveal a hidden block. Now head back to the room with the giant Elevator block. Save if you with and continue east, ignoring the big block. Grodus is inside it, talk to him then go back and change into your regular clothes. Now continue west and jump to the barrels and hop across them to reach land.
His final battle is against O'Chunks. In the eastern corner of the room behind the blocks is a Charge Partner badge. Chase the blue one down and engage it in battle for the key to the room. The Dead Hands should be ignored when they appear. Anywho, the first bush in this area has a Star Piece and the badge block has a Head Rattle badge in it. Now go back to where you left the Punies and lead them across the path of lily pads, collect the Shine Sprite up above then go down the pipe.
Continue east to the next area, you'll pass a pair of cliffs and a block. Now go talk to the fat toad again and head to the room between his and yours. His power up repitoire includes making himself Dodgy, raising his Attack and Defense and charging himself. Ok, the game calls this the end of Chapter Five but it's really not. Use the orb and the Punies'll be locked in a cage only you can escape. Once at the outpost head east to the second area and talk to the green mustached bob-omb with Bobbery.
Once that is done he'll agree to go with you to the Key, so head back to the pier to start Chapter Five. The thing you need to keep in mind is that all of its attacks have a Attack Power of 1, so if you defend, you won't take any damage from anything. A scene will occur and you'll get your Blimp tickets by talking to the Don after it. Flurrie is probably the partner of choice here, since she can easily attack him while he's on the ceiling. That's not a good sign.
Hit the badge block for a Quake Hammer badge then Paper Thin through the gap in the bushes and down the pipe. If Mario or his partner are inflicted with a status effect via the Shadow Queen's Breath Attack, Sweet Treat or Sweet Feast can cure them The Feeling Fine Badge can also be useful here. Peach is saved, while Grodus is still a head, as told by e-mail. Some turns after they are defeated, Bowser heads to another area, where he is defended by a use slap hammer then scissor thing. Jump onto the platform and hover jump across the pit and kill the big pink bob-omb to get him out of the way of the door. Once in the jungle bring out Koops, since a large portion of the enemies here are spikey. Go up the stairs, then hop on the small box to the west and onto the crate then hover jump over to the big face block and smash it.
Head east until you come across a small switch, hammer it to reveal steps. Head to the platform before the pipe to Twilight Town and smash the face block away to reveal a door. But on to more important things, Paper Thin your way through the gap between the Trouble house and the first house. She was also the one who destroyed the town of the ancients. Jump on it then use the other blocks to reach the yellow face block so you can smash it with your hammer.
Once you have it, exit the room and hit the block for an Ultra Shroom. Welcome to the sewers, to the west is a fortune teller who can help you with where to go next, star pieces and shine sprites, and to the east is where you wanna go next. Chapter Three Prologue: If I had the Chance I'd ask the world to dance and I'll be dancing with myself! When that happens, you must use our ultimate weapon, the Peach Beam! Head to the western district and Paper Thin through the sewer grate. So head to the north west corner to pick up a key from the phone booth. Once out of it head west to the third door, enter it to see a machine and some potions. Now head to the north eastern corner of the area and spin jump the big switch. Once across the bridge check the northern bushes for a Mystery and hit the block for a fire flower then head through the gate to reach Petalburg.
Jump on the block and jump up to reveal a floating block. You'll face off with the Shadow Sirens along the way. Go down it and you'll be on an island in the background. Again, you should just concentrate on Crump, so use a character that can attack from a distance, like Goombella or Vivian. He'll fall with a bit of difficulty if you don't fight intelligently. Paper Mario: The Thousand-Year Door Walkthrough Site Navigation Shrine Navigation Walkthrough Huge thanks to for providing the walkthrough! One of the Royal Stickers that is split off falls onto Bowser's head, amplifying his power.