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** That doesn't mean there ''isn't'' a sequence break in Chapter 4; it happens during the chapter's boss fight after you figure out said character's name. If Mario gets into Peril with Mega Rush and Power Bounce equipped, he can gain enough power to defeat [[spoiler:Doopliss]] before Vivian even joins the fight.

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** It's also possible to obtain Ms. Mowz as early as chapter 2 thanks to this glitch. Once you obtain the Super Boots you have to perform this glitch in order to access the pipe that leads to Poshley Heights and check the door of Poshley Sanctum, which will trigger the cutscene with Pennington and cause the game to move forwards all the way into chapter 6. Once you do that, go to the Trouble Center in Rogueport and you will see that all the troubles available up until chapter 6 have unlocked. Complete Ms. Mowz's trouble and gain her as a party member. Now go back to the area with the cage and the fake pillar inside the Great Tree to set the game back to chapter 2 and you'll find out that Ms. Mowz stays with Mario the rest of the game. She even stays with Mario after Doopliss steals his identity (granted, you have to get Vivian first in order to be able to use her abilities again), allowing Chapter 4 to have a party consisting of Mario, Vivian and Ms. Mowz.

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** It's also possible to obtain Ms. Mowz as early as chapter 2 thanks to this glitch. Once you obtain the Super Boots you have to perform this glitch in order to access the pipe that leads to Poshley Heights and check the door of Poshley Sanctum, which will trigger the cutscene with Pennington and cause the game to move forwards all the way into chapter 6. Once you do that, go to the Trouble Center in Rogueport and you will see that all the troubles available up until chapter 6 have unlocked. Complete Ms. Mowz's trouble and gain her as a party member. Now go back to the area with the cage and the fake pillar inside the Great Tree to set the game back to chapter 2 and you'll find out that Ms. Mowz stays with Mario the rest of the game. She even stays with Mario after Doopliss steals his identity (granted, you have to get Vivian first in order to be able to use her abilities again), allowing Chapter 4 to have a party consisting of Mario, Vivian and Ms. Mowz.Mowz.
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* The Hazard respawn glitch requires you to jump the very first frame you enter a room or after a previous jump, in order to not allow Mario's previous position to be updated. As a result, if you encounter an overworld hazard (like Piranhas in any water), the game will respawn Mario at the room's co-ordinate 0,0. Using this in the Rogueport Sewers can allow you to open the Fast Travel pipes early, provided you have the Super Boots; or access the pipe to Petal Meadows without fighting Blooper.

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* The Hazard respawn glitch requires you to jump the very first frame you enter a room or after a previous jump, in order to not allow Mario's previous position to be updated. As a result, if you encounter an overworld hazard (like Piranhas in any water), the game will respawn Mario at the room's co-ordinate 0,0. Using this in the Rogueport Sewers can allow you to open the Fast Travel pipes early, provided you have the Super Boots; or access the pipe to Petal Meadows without fighting Blooper. Unfortunately, it seems that this glitch is exclusive to the English version.
** It's also possible to obtain Ms. Mowz as early as chapter 2 thanks to this glitch. Once you obtain the Super Boots you have to perform this glitch in order to access the pipe that leads to Poshley Heights and check the door of Poshley Sanctum, which will trigger the cutscene with Pennington and cause the game to move forwards all the way into chapter 6. Once you do that, go to the Trouble Center in Rogueport and you will see that all the troubles available up until chapter 6 have unlocked. Complete Ms. Mowz's trouble and gain her as a party member. Now go back to the area with the cage and the fake pillar inside the Great Tree to set the game back to chapter 2 and you'll find out that Ms. Mowz stays with Mario the rest of the game. She even stays with Mario after Doopliss steals his identity (granted, you have to get Vivian first in order to be able to use her abilities again), allowing Chapter 4 to have a party consisting of Mario, Vivian and Ms. Mowz.
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Spelling fix.


* The Hazard respawn glitch requires you to jump the very first frame you enter a room or after a previous jump, in order to not allow Mario's previous position to be updated. As a result, if you encounter an overworld hazard (like Piranhas in any water), the game will respawn Mario at the room's co-ordinate 0,0. Using this in the Rougeport Sewers can allow you to open the Fast Travel pipes early, provided you have the Super Boots; or access the pipe to Petal Meadows without fighting Blooper.

to:

* The Hazard respawn glitch requires you to jump the very first frame you enter a room or after a previous jump, in order to not allow Mario's previous position to be updated. As a result, if you encounter an overworld hazard (like Piranhas in any water), the game will respawn Mario at the room's co-ordinate 0,0. Using this in the Rougeport Rogueport Sewers can allow you to open the Fast Travel pipes early, provided you have the Super Boots; or access the pipe to Petal Meadows without fighting Blooper.
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Developers Foresight misuse; the developers would generally be expected to work around the player knowing his name on a repeat playthrough or looking it up, that's why you get the Letter P in the same place you learn his name. It'd be more surprising if they programmed the possibility of you solving his name early and then did something with that, and even that falling under the trope is a bit iffy.


* DevelopersForesight actually prevents an obvious sequence break in Chapter 4. There's a character who can only be defeated [[IKnowYourTrueName if you know his real name]]. The game pulls up a text entry screen so you can guess his name. Initially, you have no idea what it is, and have to go on a quest to find out. [[YouShouldntKnowThisAlready And if you know it anyway because you've played the game before or looked it up]], he went ahead and ''[[ImpossibleTheft stole one of the letters in his name straight off the text entry screen]]'' (and yes, it's case-sensitive). You learn what his name is in the same room that you get the letter back.

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* DevelopersForesight actually prevents The game averts an obvious sequence break in Chapter 4. There's a character who can only be defeated [[IKnowYourTrueName if you know his real name]]. The game pulls up a text entry screen so you can guess his name. Initially, you have no idea what it is, and have to go on a quest to find out. [[YouShouldntKnowThisAlready And if you know it anyway because you've played the game before or looked it up]], he went ahead and ''[[ImpossibleTheft stole one of the letters in his name straight off the text entry screen]]'' (and yes, it's case-sensitive). You learn what his name is in the same room that you get the letter back.
Is there an issue? Send a MessageReason:
None


* The Hazard respawn glitch requires you to jump the very first frame you enter a room or after a previous jump, in order to not allow Mario's previous position to be updated. As a result, if you encounter an overworld hazard (like Piranhas in any water), the game will respawn Mario at the room's co-ordinate 0,0. Using this in the Rougeport Sewers can allow you to open the Fast Travel pipes early, provuded you have the Super Boots.

to:

* The Hazard respawn glitch requires you to jump the very first frame you enter a room or after a previous jump, in order to not allow Mario's previous position to be updated. As a result, if you encounter an overworld hazard (like Piranhas in any water), the game will respawn Mario at the room's co-ordinate 0,0. Using this in the Rougeport Sewers can allow you to open the Fast Travel pipes early, provuded provided you have the Super Boots.Boots; or access the pipe to Petal Meadows without fighting Blooper.
Is there an issue? Send a MessageReason:
None


* The fight against the Shadow Sirens in Chapter 8 can be skipped rather simply by jumping over a railing on the small footbridge leading up to the fight, avoiding the trigger for the fight.

to:

* The fight against the Shadow Sirens in Chapter 8 can be skipped rather simply by jumping over a railing on the small footbridge leading up to the fight, avoiding the trigger for the fight.fight.
* The Hazard respawn glitch requires you to jump the very first frame you enter a room or after a previous jump, in order to not allow Mario's previous position to be updated. As a result, if you encounter an overworld hazard (like Piranhas in any water), the game will respawn Mario at the room's co-ordinate 0,0. Using this in the Rougeport Sewers can allow you to open the Fast Travel pipes early, provuded you have the Super Boots.

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Added the example remaining on the main page, rewrote some stuff, and organized the page by the order of the stuff that's getting skipped or obtained early normally occurs.


''VideoGame/PaperMarioTheThousandYearDoor'' contains many instances of SequenceBreaking that allows many chapters to be skipped, {{Dungeon Bypass}}es to be done, and to obtain certain items earlier than expected, allowing the game to be finished in under three hours.

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''VideoGame/PaperMarioTheThousandYearDoor'' contains many instances of SequenceBreaking has a progress number that allows many it updates at specific moments throughout its eight chapters to be skipped, track the player's location in the game's overall sequence. There are so many ways of performing {{Dungeon Bypass}}es to be done, and getting past {{Broken Bridge}}s that the fastest way to obtain certain items earlier than expected, allowing beat the game breaks the sequence forwards ''and'' backwards several times over by triggering these moments in order to be finished collect items as convenient, finishing in under three hours.



* You do not have to get all seven crystal stars to unlock the titular Thousand-Year Door leading to TheVeryDefinitelyFinalDungeon - it's merely the seventh crystal star alone that does the trick.
* Chapter 2 contains multiple skips that allow many of the events within to be skipped.
** The Cage Skip is the most prominent of these, allowing players to clip into a wall and then into the floor in order to avoid a scene where the Punis are trapped in a cage and enter a pipe on an otherwise insurmountable platform.
** Normally, when Mario loses control over the Punis, the Puni counter will go down. However, jumping continuously after falling off a ledge (or when clipping downwards, such as during the Cage Skip) allows you to retain control over the Punis and prevents the Puni counter from going down even if you are very far away from them and they do not physically follow you. This allows many puzzles involving transporting the Punis to a faraway pipe to be effectively nullified.
** Jumping backwards when in control over Punis will also let Mario retain control of the Punis even as they do not follow him, skipping even more puzzles.
** A scene where 11 Punis face off against 10 Jabbis can be skipped by clipping into the walls of the room where the battle occurs and walking along the wall to the other side of the room.
* Speaking of the seventh crystal star: Chapter 7, the chapter where you're supposed to be blasted off to the moon from Fahr Outpost, can be accessed early by clipping ''[[ViolationOfCommonSense under]]'' a bar in ''Rogueport'' of all places. (The trick is that you clip towards where the game internally placed the teleporter you're supposed to use to ''return'' from the moon, which is in the Rogueport sewers.) This allows you to completely skip a backtrack-heavy quest involving awakening General White in order for him to operate the cannon to the moon. This can be done in various ways, depending on the partners and version of the game used.
** The most popular method, only possible on the original Japanese version, is to have Flurrie blow you downwards while in the bar's doorway, causing the clip.
** Another method, viable for the English version as well, involves the storage glitches to accomplish the clipping, but performed on the exterior of the bar instead.
* A complicated series of glitches, collectively known as the Palace Skip, allows you to literally fall through the floor with SomeDexterityRequired in the hallway preceding Gloomtail to be dropped off only two rooms away from the Grodus, Bowser, and Shadow Queen final boss fights, skipping much of TheVeryDefinitelyFinalDungeon.
* A boss fight against the Shadow Sirens in the VeryDefinitelyFinalDungeon can be skipped by jumping over a railing on the small footbridge leading up to the fight, causing you to land on the ground away from the small area immediately in front of the bridge that triggers the boss fight.
* The Jump Storage or Super Jump glitch, caused by making the event flags associated with a jump fail to complete, allows Mario to fly to ridiculous heights as long as he can find a location on the game's scenery where his y-coordinate (vertical) position increases by walking on it, and then holding A. The event flag discrepancy can be triggered by a text storage glitch. This glitch can be used to derive many other sequence breaks, such as flying over fences and walls, levitating on top of platforms supposed to be out of reach, among others.
* Discovered in a period between Spring 2018 and Spring 2019, the Blimp Ticket Skip, where you can use the Jump Storage glitch to fly past the fence and the Cheep-Cheep blocking the blimp to Glitzville, allows you to finish Chapter 3 without obtaining the blimp ticket.
* Chapter 3 can be shortened dramatically by performing any skip in Chapter 2 that leaves an EventFlag behind, getting the Super Hammer in Chapter 3 and then lowering your Glitz Pit rank to 16. Then, backtrack to Chapter 2 and trigger a leftover EventFlag, and finally return to Chapter 3 for Grubba to re-introduce you to the Pit, but this time say no to his offer to join. This allows you to run around Grubba's office freely, jump up to a bookcase to enter the AirVentPassageway on top and thus trigger the boss fight against Grubba to spawn without becoming the Champion.
* Ms. Mowz, an optional party member, can cause a glitch that allows Mario to control his movement direction while being launched sky-high whenever he falls into any body of water, allowing him to jump to places normally too high for him to reach.
* The Ultra Hammer can be obtained earlier than expected via two ways:
** Activating the Jump Storage glitch allows you to fly up to the chest that contains the hammer, which is positioned on a very high platform in Rogueport. This method is viable in all versions of the game.
** A Japanese-version-exclusive method has Flurrie blow Mario into the wall of the house right behind the Ultra Hammer chest, allowing Mario to clip through the building to reach the now-invisible hammer chest (but the hammer itself remains visible).
* A scene in Hooktail Castle where you have to hammer away a large mass of Dry Bones to uncover a Red Bones can be skipped with a frame-perfect jump at the right moment when you approach the Red Bones as it initially lies in front of the door it guards. This tricks the game into thinking you're about to trigger a battle with the Red Bones, because while the cutscene pushes you backwards, the game still thinks you are at the door where the Red Bones was.
* Pirate's Grotto can be entered without bringing Flavio to the entrance (who gives you a jewel needed to solve a puzzle at that point) by using a glitch to clip into the wall surrounding the room where the entrance is. After reaching the right end of the room while in a clipped state, Bobbery can blow open the way in.

to:

* You do not A scene in Hooktail Castle where you have to hammer away a large mass of Dry Bones to uncover a Red Bones can be skipped with a frame-perfect jump at the right moment when you approach the Red Bones, as it initially lies in front of the door it guards. This tricks the game into thinking you're about to trigger a battle with the Red Bones, because while the cutscene pushes you backwards, the game still thinks you are at the door where the Red Bones was.
* Paper Mode is useful for several clip outs due to reducing Mario's hitbox, allowing him to
get all seven crystal stars closer to unlock the titular Thousand-Year Door leading to TheVeryDefinitelyFinalDungeon - it's merely the seventh crystal star alone walls that does he should be otherwise. It's often used to skip around the trick.
*
loading zone exiting an area to walk on its boundaries. Chapter 2 contains multiple skips that allow many two such uses of the events within to be skipped.
this:
** The Cage Skip is the most prominent of these, one, allowing players the player to clip fall into a wall and then into the floor in order to avoid a scene where the Punis are trapped in a cage room below and enter a pipe on an otherwise insurmountable platform.
** Normally, when Mario loses control over
platform. The name is because it avoids a scene where the Punis, Punis are trapped in a cage, and it also skips the Puni counter will go down. However, jumping continuously after falling off a ledge (or when clipping downwards, such as during the Cage Skip) allows you Super Boots that are otherwise required to retain control over get them out of it.
** The first battle between
the Punis and prevents the Puni counter from going down even if you are very far away from them and they do not physically follow you. This allows many puzzles involving transporting the Punis to a faraway pipe to be effectively nullified.
** Jumping backwards when in control over Punis will also let Mario retain control of the Punis even as they do not follow him, skipping even more puzzles.
** A scene where 11 Punis face off against 10
Jabbis can be skipped this way by clipping into the walls of walking around the room where the battle occurs and walking along the wall to the other side of door behind the room.
* Speaking of
hive that the seventh crystal star: Jabbis are defending.
* Also in
Chapter 7, the chapter where you're supposed to be blasted off to the moon from Fahr Outpost, can be accessed early by clipping ''[[ViolationOfCommonSense under]]'' a bar in ''Rogueport'' of all places. (The trick is that you clip towards where the game internally placed the teleporter you're supposed to use to ''return'' 2, when Mario moves too far from the moon, which is in the Rogueport sewers.) This allows you to completely skip a backtrack-heavy quest involving awakening General White in order for Punis, they'll lose him to operate the cannon to the moon. This can be done in various ways, depending on the partners and version of the game used.
** The most popular method,
not follow him into other areas. By jumping continuously and moving only possible on the original Japanese version, is to have Flurrie blow you downwards while in the bar's doorway, causing air, the clip.
** Another method, viable
game will not make the check to remove them from his group, allowing for a lot of puzzles that involve getting the English version as well, involves the storage glitches to accomplish the clipping, but performed on the exterior of the bar instead.
* A complicated series of glitches, collectively known as the Palace Skip, allows you to literally fall through the floor with SomeDexterityRequired in the hallway preceding Gloomtail
Punis across a room to be dropped off only two rooms away from the Grodus, Bowser, and Shadow Queen final boss fights, skipping much of TheVeryDefinitelyFinalDungeon.
* A boss fight against the Shadow Sirens in the VeryDefinitelyFinalDungeon can be skipped by jumping over a railing on the small footbridge leading up to the fight, causing you to land on the ground away from the small area immediately in front of the bridge that triggers the boss fight.
nullified.
* The Jump Storage or Super Jump glitch, caused by making the event flags associated with a jump fail to complete, allows Mario to fly to ridiculous heights as long as he can find a location on the game's scenery where his y-coordinate (vertical) position increases by walking on it, and then holding A. The event flag discrepancy can be triggered by a through the text storage glitch. This glitch glitch, where [[InfoDump Goombella's Tattle]] is used right before starting a Spring Jump to keep the properties of the textbox while regaining control after the jump is cancelled. These two glitches can be used to derive many other sequence breaks, such as flying over fences and walls, levitating on top breaks.
** The earliest
of platforms supposed to be out these encounterable but ironically one of reach, among others.
* Discovered in a period between Spring 2018 and Spring 2019,
the last discovered is the Blimp Ticket Skip, where you can use the Jump Storage glitch to fly past the fence and the Cheep-Cheep blocking the blimp to Glitzville, allows you to finish Chapter 3 without obtaining the blimp ticket.
doing anything for Don Pianta.
* Chapter 3 itself can be shortened dramatically by performing a precise jump in Grubba's Office to reach the AirVentPassageway used to enter it at the end of the chapter, which moves the game forward to that point. However, either the Super or Ultra Hammer is required to get back in to the office. Since the Super Hammer is found in Chapter 3, you must previously perform any skip in Chapter 2 that leaves an EventFlag behind, behind. After getting the Super Hammer hammer, you have to throw fights in Chapter 3 and then lowering your the Glitz Pit to lower your rank to 16. Then, backtrack 16, return to Boggly Woods to set the game back to Chapter 2 and trigger a leftover EventFlag, 2, and finally return to Chapter 3 for Glitzville so Grubba to can re-introduce you to the Pit, but this Glitz Pit in his office, which is the only other time say no you're allowed in it. You also have to decline his offer in order to join. This allows you be able to run move around Grubba's the office freely, jump up to a bookcase to enter and do the AirVentPassageway on top jump.
* DevelopersForesight actually prevents an obvious sequence break in Chapter 4. There's a character who can only be defeated [[IKnowYourTrueName if you know his real name]]. The game pulls up a text entry screen so you can guess his name. Initially, you have no idea what it is,
and thus trigger have to go on a quest to find out. [[YouShouldntKnowThisAlready And if you know it anyway because you've played the boss fight against Grubba to spawn without becoming game before or looked it up]], he went ahead and ''[[ImpossibleTheft stole one of the Champion.
letters in his name straight off the text entry screen]]'' (and yes, it's case-sensitive). You learn what his name is in the same room that you get the letter back.
* Ms. Mowz, an optional party member, can cause a glitch that allows Mario to control his movement direction while being launched sky-high whenever he falls into any body of water, allowing him to jump to places normally too high for him to reach.
* The Ultra Hammer can be obtained earlier than expected via two ways:
** Activating
reach. This is notably used to access the Jump Storage glitch allows you blue pipes in Rogueport Sewers, granting early access to fly up to Keelhaul Key and Poshley Heights.
* It turns out
the chest scripted mini-boss in Chapter 5 that contains triggers [[StuffBlowingUp Bobbery]]'s party-joining sequence is loaded below the hammer, which is positioned on a very high platform in Rogueport. This method is viable in all versions of room from the game.
** A Japanese-version-exclusive method has Flurrie blow Mario into
beginning. By clipping past the wall of loading zone leaving the house right behind entryway to Pirate's Grotto and walking around the Ultra Hammer chest, allowing Mario to clip through the building edge, it's possible to reach the now-invisible hammer chest (but the hammer itself remains visible).
* A scene in Hooktail Castle where you have to hammer away a large mass of Dry Bones to uncover a Red Bones can be skipped with a frame-perfect jump at the right moment when you approach the Red Bones as it initially lies in front of the door it guards. This tricks
fight and bring the game into thinking you're about to trigger a battle with the Red Bones, because while the cutscene pushes you backwards, the game still thinks you are at the door where the Red Bones was.
Chapter 5.
* Pirate's Grotto can be entered without bringing Flavio to the entrance (who gives you a jewel needed to solve a puzzle at that point) by using a glitch to clip into the wall surrounding the room where the entrance is. After reaching the right end of the room while in a clipped state, Bobbery can blow open the way in.in.
* The Ultra Hammer usually sits in a chest that tantalizes you for three-quarters of the game from a platform in Rogueport. There are two ways of getting up there early and showing it who's boss:
** Using Jump Storage allows you to fly up to the platform with the chest that contains the hammer.
** A Japanese-version-exclusive method involves a glitch called Flurrie supersliding, where you use Flurrie's ability at the same that you open a door and it will cause you to slide. The glitch is possible on all versions, but for some reason, the Japanese version lets you move vertically relative to the screen while international versions go horizontally. A vertical slide is required in order to get on the seam on the outside of the building behind the chest, making it exclusive to the Japanese version. Since this glitch loads the stuff inside the building, the chest is invisible and has to be found and opened blindly.
* You do not have to get all seven Crystal Stars to unlock the titular Thousand-Year Door. The game only checks for the seventh one, because normally you have to get each one to unlock the next. This can be exploited by clipping into the room with the teleporter you're supposed to use to ''return'' from the moon base where the seventh star is, which is conveniently located in the hub area. This allows you at the very least to skip completely a backtrack-heavy quest involving awakening General White in order for him to operate the cannon to the moon. How much else of the game gets skipped is dependent on which method is used to break in, which may use different partners and abilities or even versions of the game.
** The most popular method uses the Flurrie superslide glitch explained above, and this version also requires the Japanese-exclusive vertical movement to reach it. There are multiple setups for the superslide with the goal of opening the door a first time to move the camera to make the teleporter room vertical to it, but without entering the room all the way due to being in Paper Mode. This can be accomplished by buffering the entry animation through using Bobbery or storing the Paper Mode state while regaining the ability to interact with things using text storage or strange collision on a pillar in the area outside.
** Another method, viable for the English version as well, involves storing text boxes by activating the Spring Jump ability right after using Goombella's Tattle.
** Lastly, storing a jump allows Mario to straight up clip through the wall of the building using Paper Mode, due to the wall being slightly curved outward. It's odd.
* Much of [[TheVeryDefinitelyFinalDungeon the Palace of Shadow]] can be skipped through a very complicated series of glitches and SomeDexterityRequired. In essence, you have to clip Yoshi out of bounds and both ride and hover with him frame-perfectly in order to fall through the floor in the hallway that later gets lowered. This skips the entire Tower of Riddles that causes the lowering, and as a result the boss fight with Gloomtail that unlocks the tower. It drops you off two rooms away from the last bosses of Grodus, Bowser, and the Shadow Queen.
* The fight against the Shadow Sirens in Chapter 8 can be skipped rather simply by jumping over a railing on the small footbridge leading up to the fight, avoiding the trigger for the fight.
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None


* A scene in Hooktail Castle where you have to hammer away a large mass of Dry Bones to uncover a Red Bones can be skipped with a frame-perfect jump at the right moment when you approach the Red Bones as it initially lies in front of the door it guards. This tricks the game into thinking you're about to trigger a battle with the Red Bones, because while the cutscene pushes you backwards, the game still thinks you are at the door where the Red Bones was.

to:

* A scene in Hooktail Castle where you have to hammer away a large mass of Dry Bones to uncover a Red Bones can be skipped with a frame-perfect jump at the right moment when you approach the Red Bones as it initially lies in front of the door it guards. This tricks the game into thinking you're about to trigger a battle with the Red Bones, because while the cutscene pushes you backwards, the game still thinks you are at the door where the Red Bones was.was.
* Pirate's Grotto can be entered without bringing Flavio to the entrance (who gives you a jewel needed to solve a puzzle at that point) by using a glitch to clip into the wall surrounding the room where the entrance is. After reaching the right end of the room while in a clipped state, Bobbery can blow open the way in.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** A scene where 11 Punis face off against 10 Jabbis can be skipped by clipping into the walls of the room where the battle occurs and walking along the wall to the other side of the room.
Is there an issue? Send a MessageReason:
None


* Discovered in a period between Spring 2018 and Spring 2019, the Blimp Ticket Skip, where you can use the Jump Storage glitch to fly past the fence and the Cheep-Cheep blocking the blimp to Glitzville, allowing you to finish Chapter 3 without getting the blimp ticket.

to:

* Discovered in a period between Spring 2018 and Spring 2019, the Blimp Ticket Skip, where you can use the Jump Storage glitch to fly past the fence and the Cheep-Cheep blocking the blimp to Glitzville, allowing allows you to finish Chapter 3 without getting obtaining the blimp ticket.
Is there an issue? Send a MessageReason:
None


** A Japanese-version-exclusive method has Flurrie blow Mario into the wall of the house right behind the Ultra Hammer chest, allowing Mario to clip through the building to reach the now-invisible hammer chest (but the hammer itself remains visible).

to:

** A Japanese-version-exclusive method has Flurrie blow Mario into the wall of the house right behind the Ultra Hammer chest, allowing Mario to clip through the building to reach the now-invisible hammer chest (but the hammer itself remains visible).visible).
* A scene in Hooktail Castle where you have to hammer away a large mass of Dry Bones to uncover a Red Bones can be skipped with a frame-perfect jump at the right moment when you approach the Red Bones as it initially lies in front of the door it guards. This tricks the game into thinking you're about to trigger a battle with the Red Bones, because while the cutscene pushes you backwards, the game still thinks you are at the door where the Red Bones was.
Is there an issue? Send a MessageReason:
None


* Ms. Mowz, an optional party member, can cause a glitch that allows Mario to control his movement direction while being launched sky-high whenever he falls into any body of water, allowing him to jump to places normally too high for him to reach.

to:

* Ms. Mowz, an optional party member, can cause a glitch that allows Mario to control his movement direction while being launched sky-high whenever he falls into any body of water, allowing him to jump to places normally too high for him to reach.reach.
* The Ultra Hammer can be obtained earlier than expected via two ways:
** Activating the Jump Storage glitch allows you to fly up to the chest that contains the hammer, which is positioned on a very high platform in Rogueport. This method is viable in all versions of the game.
** A Japanese-version-exclusive method has Flurrie blow Mario into the wall of the house right behind the Ultra Hammer chest, allowing Mario to clip through the building to reach the now-invisible hammer chest (but the hammer itself remains visible).
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more to come?

Added DiffLines:

''VideoGame/PaperMarioTheThousandYearDoor'' contains many instances of SequenceBreaking that allows many chapters to be skipped, {{Dungeon Bypass}}es to be done, and to obtain certain items earlier than expected, allowing the game to be finished in under three hours.

!! Examples:

* You do not have to get all seven crystal stars to unlock the titular Thousand-Year Door leading to TheVeryDefinitelyFinalDungeon - it's merely the seventh crystal star alone that does the trick.
* Chapter 2 contains multiple skips that allow many of the events within to be skipped.
** The Cage Skip is the most prominent of these, allowing players to clip into a wall and then into the floor in order to avoid a scene where the Punis are trapped in a cage and enter a pipe on an otherwise insurmountable platform.
** Normally, when Mario loses control over the Punis, the Puni counter will go down. However, jumping continuously after falling off a ledge (or when clipping downwards, such as during the Cage Skip) allows you to retain control over the Punis and prevents the Puni counter from going down even if you are very far away from them and they do not physically follow you. This allows many puzzles involving transporting the Punis to a faraway pipe to be effectively nullified.
** Jumping backwards when in control over Punis will also let Mario retain control of the Punis even as they do not follow him, skipping even more puzzles.
* Speaking of the seventh crystal star: Chapter 7, the chapter where you're supposed to be blasted off to the moon from Fahr Outpost, can be accessed early by clipping ''[[ViolationOfCommonSense under]]'' a bar in ''Rogueport'' of all places. (The trick is that you clip towards where the game internally placed the teleporter you're supposed to use to ''return'' from the moon, which is in the Rogueport sewers.) This allows you to completely skip a backtrack-heavy quest involving awakening General White in order for him to operate the cannon to the moon. This can be done in various ways, depending on the partners and version of the game used.
** The most popular method, only possible on the original Japanese version, is to have Flurrie blow you downwards while in the bar's doorway, causing the clip.
** Another method, viable for the English version as well, involves the storage glitches to accomplish the clipping, but performed on the exterior of the bar instead.
* A complicated series of glitches, collectively known as the Palace Skip, allows you to literally fall through the floor with SomeDexterityRequired in the hallway preceding Gloomtail to be dropped off only two rooms away from the Grodus, Bowser, and Shadow Queen final boss fights, skipping much of TheVeryDefinitelyFinalDungeon.
* A boss fight against the Shadow Sirens in the VeryDefinitelyFinalDungeon can be skipped by jumping over a railing on the small footbridge leading up to the fight, causing you to land on the ground away from the small area immediately in front of the bridge that triggers the boss fight.
* The Jump Storage or Super Jump glitch, caused by making the event flags associated with a jump fail to complete, allows Mario to fly to ridiculous heights as long as he can find a location on the game's scenery where his y-coordinate (vertical) position increases by walking on it, and then holding A. The event flag discrepancy can be triggered by a text storage glitch. This glitch can be used to derive many other sequence breaks, such as flying over fences and walls, levitating on top of platforms supposed to be out of reach, among others.
* Discovered in a period between Spring 2018 and Spring 2019, the Blimp Ticket Skip, where you can use the Jump Storage glitch to fly past the fence and the Cheep-Cheep blocking the blimp to Glitzville, allowing you to finish Chapter 3 without getting the blimp ticket.
* Chapter 3 can be shortened dramatically by performing any skip in Chapter 2 that leaves an EventFlag behind, getting the Super Hammer in Chapter 3 and then lowering your Glitz Pit rank to 16. Then, backtrack to Chapter 2 and trigger a leftover EventFlag, and finally return to Chapter 3 for Grubba to re-introduce you to the Pit, but this time say no to his offer to join. This allows you to run around Grubba's office freely, jump up to a bookcase to enter the AirVentPassageway on top and thus trigger the boss fight against Grubba to spawn without becoming the Champion.
* Ms. Mowz, an optional party member, can cause a glitch that allows Mario to control his movement direction while being launched sky-high whenever he falls into any body of water, allowing him to jump to places normally too high for him to reach.

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