User:Salmancer/Rescue Cappy from Klepto!

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Mission
Rescue Cappy From Klepto!
File:Rescue Cappy from Klepto!.png
Location Lost Kingdom
Mission number 1
Game Super Mario Odyssey
Mission progression
← Previous
Hat-to-Hat Combat
Next →
The Scourge on the Skyscraper
Super Mario Odyssey missions
“Whoa! Thanks for the rescue. That was unpleasant (and rather pokey)! I sure hope it doesn’t happen again…”
Cappy, Super Mario Odyssey

"Rescue Cappy from Klepto!" is an objective of the Lost Kingdom in Super Mario Odyssey. In it, Klepto has stolen Cappy from Mario, and he must be defeated to recover Cappy. All abilities where Cappy is used, like the Cap Throw and warping, cannot be used without Cappy's presence.

This objective is nominally required: once Mario enters Klepto's area he is warped to the starting point and the cutscene where Cappy is taken plays. Assist Mode's arrows lead directly into this area. Without Cappy, the Odyssey's globe cannot be used, preventing the player from powering up the ship and going to the Metro Kingdom. Once started, Rescue Cappy from Klepto! must be completed: the objective's status is part of the save file so reloading the file only puts Mario at the Odyssey without Cappy. However, it is possible to avoid the area where the Klepto cutscene is able to start, then loop around to defeat Klepto without entering that area. Doing so allows the player to skip this objective entirely.[1] However, throwing Cappy at Klepto makes Klepto grab Cappy, causing the objective to start without its opening cutscene.

In addition, on return visits to the Lost Kingdom, the same event will happen again with different starting and ending points. As before, Cappy is required to power up the Odyssey and use the map screen, so Mario cannot leave the Lost Kingdom. Assist Mode does not have arrows to guide the player during this version.

Until this objective is completed for the first time, Hint Toad and Uncle amiibo are not present. As long as this objective is the next objective, the Crazy Cap in the Lost Kingdom is closed. Glydon will not appear during the first instance of this objective, but he will if the player sneaks around Klepto, goes up the Rocky Mountain Summit, and encounters Glydon prior to starting "Rescue Cappy from Klepto!". In addition, during the second rendition of this objective, the player is barred from entering the Odyssey despite it being fully functional.

The 8-bit pipe leading into an 8-bit area in the Lost Kingdom is blocked off by a red door that resets both when the kingdom is loaded while Klepto is on the island and after the cutscene that starts this objective. This prevents Mario from entering the 8-bit pipe while Rescue Cappy from Klepto! is the next objective, which serves the additional role of preventing him from entering an 8-bit area without Cappy.

Layout

The cutscene prompting this objective occurs just past the two posts leading to the main portion of the Lost Kingdom, with Mario warped there if he enters many areas of the Lost Kingdom anyway. Mario must head forward and walk onto a pair of Rising Stone Pillars then Ground Pound it to push the other side up so that he can climb a cliff. Once up, Mario has to jump up a ledge. The same Ground Pound trick is done for a set of four Rising Stone Pillars slightly to the left. Mario has to avoid a Trapeetle to reach the pillars. The pillars set to their second arrangement allow Mario to reach Swamp Hill. Lastly, Mario has to turn to the right and avoid two Tropical Wigglers and a river of poison to reach the pair of Rising Stone Pillars with Klepto. He flees to the other one of the pair of Rising Stone Pillars when approached. Klepto continues to do this if Mario tries to jump on him, so Klepto is instead defeated by using a Ground Pound on the raised side of the Rising Stone Pillar to push the lower side into him. After defeating Klepto, Cappy lands east of the Rising Stone Pillar. Walking to him initiates a cutscene and concludes the objective.

A screenshot from Super Mario Odyssey of Mario battling Klepto for Cappy in the Lost Kingdom. This is from the second time Cappy is stolen

When this occurs for the second time, it starts at the two posts on the space with the four pillars. Klepto stands on a different set of Rising Stone Pillars on Swamp Hill, consisting of three platforms surrounded by the poison. Instead of turning to the right when approaching the Checkpoint Flag, Mario has to walk forward. He can either jump to the Rising Stone Pillars or jump over the top of a small poison waterfall and walk around the edges. The latter is a path that leads to a jump to the Rising Stone Pillars on level ground. Once on the Rising Stone Pillars, Mario again must Ground Pound a high area to knock out Klepto on a low area. However, this situation includes a ? Block that Klepto can stand on without taking damage from the Ground Pound, requiring that Mario walk up to it in order to get Klepto to stand on the Rising Stone Pillars proper. Cappy lands by the Checkpoint Flag.

If the player navigates to Klepto in any case without Klepto stealing Cappy, then throws Cappy at Klepto, Klepto will grab Cappy. This starts "Rescue Cappy from Klepto!" without its opening cutscene.

Enemies

Locations visited

Gallery

References

  1. ^ Gamechamp3000 (Dec 10, 2017). VG Myths - Can You Beat Super Mario Odyssey Without Jumping? ("5:52"). YouTube. Retrieved Sept 1r, 2024.