Paper Mario Playthrough 5: Fuzzy Problems

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As advised by Merlon, Mario's next task is the Koopa Bros. Fortress, but he will need help from a blue-shelled Koopa Troopa from Koopa Village. When he arrives at Koopa Village, he learns that Fuzzies are causing problems, including stealing shells from the local Koopa Troopas.

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It is time to begin Chapter 1, and the area is called Pleasant Path, and this is where we can fight Koopa Troopas for the first time, they have a Defense of 1, and when flipped over, they have no Defense. From the Badge Block is Dizzy Attack, which makes an enemy dizzy when you Spin Dash into them, making it really useful against certain enemies. You can get a Fright Jar from a block, which creates a scary spirit that frightens off enemies, but you don't gain any Star Points that way. The next area has a POW Block, this deals 2 damage to all grounded enemies, and hammer the tree and hit the switch to make the bridge appear. The next area has Candy Canes, if you go around them, you can get hearts from them, and behind one of them is a Honey Syrup, which restores Flower Points, go down the stairs, which leads to Koopa Village, and if you hit the blocks, you can get an Attack FX B badge, which changes the sound effects for when Mario attacks.
When you enter Koopa Village, a Koopa Troopa comes up to you and tells you that a group of Fuzzies are causing trouble for the local Koopa Troopas, and to show us what he means by trouble, a Fuzzy comes out of nowhere and steals a Koopa Troopa's shell. You can help out the Koopa Troopas, one shell requires hitting a tree with the hammer, and if you check the bushes, you can get a Koopa Leaf, which restores 3 FP. What you have to do is go to the house in the middle of the eastern part of Koopa Village, and you will find a Koopa Troopa named Kooper, who must be the blue-shelled Koopa Troopa that Merlon told us to get help from, but we find that he had his shell taken as well. It is time to chase that Fuzzy and get that shell back, and you can battle them, they have 3 HP, and they can leech onto Mario and steal his HP, making them more annoying to deal with. When you get to the area with a bunch of trees, the Fuzzies will play a game with you, and for each correct guess, they go faster, and after winning the minigame, they give Kooper's Shell back to you, and we then return it back to Kooper. After a bit of dialogue about Professor Kolorado, who lives next door to Kooper, and how Kooper had idolized Professor Kolorado throughout his whole life, he then asks to join Mario, so we get out next part member, but not without the Fuzzies attacking us, if you have a Fire Flower, you can end that fight instantly.
Kooper's field skill is you can toss his shell out, and you can use it to pick up items Mario cannot otherwise pick up, and example is the HP Plus badge, which increases Mario's HP by 5 when equipped. We then meet Chuck Quizmo for the first time, he appears in towns, and you take part in a quiz, and if you get an answer correct, you get a Star Piece, there are 64 questions in total, and during Chapter 1, you can only do questions 1 to 20, more will be unlocked when you progress through the game.
Back at Pleasant Path, you can get a Star Piece with Kooper, and for items, you can get a Thunder Bolt, which hits one enemy for 5 damage, when I played that point, I thought it hit all targets, but I must be confused with Thunder Rage, which is the item that hits all targets. Going over Kooper, his moves are Shell Toss, which hits one enemy, and Power Shell, which hits all grounded enemies, and the nice thing is that Kooper is better against Spiked Goombas, while Goombario is useful against flying enemies. With Kooper, you can hit a switch to create a bridge, and you get to encounter Paratroopa for the first time, they are flying Koopa Troopas, you can jump on them to remove their wings, and then past some enemies, and you will find the Koopa Bros. Fortress, which I will be going through in the next part.







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