List of Mario & Luigi: Paper Jam glitches

This is a list of glitches in the game Mario & Luigi: Paper Jam.

Out of Bounds
Out of bounds glitches are some of the most common ones in the game, and occur when the player manages to get the trio outside of the normally explorable game world. Once this is done, they can walk through waters, across water, air or lava and skip a significant amount of cutscenes and boss battles, depending on where it occurs.

Near the Lakitu Info Centre in Twinsy Tropics, there's a piece of coastline just south of a bridge near the right of the area. If the party stands on the very edge of the land near the beach and uses the Trio Grab, and then starts walking along the edge, they'll start shaking rapidly before falling off onto the water nearby.

At this point, if they head towards the bridge to the right while not in Trio Grab form, they'll be warped onto it and can exit right. However, if they're not in Trio Grab form, the game will freeze when they try and walk under the bridge, with the only option being to make Mario jump onto the bridge and get stuck even more. At this point, the player will have to reset to the Home Menu to exit the game.

Additionally can also walk off the bottom of the screen (if they do this on their first visit to Twinsy Tropics) and have the game freeze on a blue screen.

This can also be done in a mission (like Tropical Paper Toad Hunt), which wil lead to a major glitch called 'Toad Storage'.

If the trio manages to 'escape' a mission area without exiting the mission, they end up in a state known by the speedrun community as 'Toad Storage'. In this form, they're considered to still be in a mission despite being in a different area, which has a bunch of strange side effects.

For one thing, the save button is now replaced by an Exit Mission button, like in a mission. This acts like a teleport to the Lakitu Info Centre where they started the original mission, and ends the glitch.

However, Mario and co's status cannot permanently change if they exit a mission. As a result of this, pressing the button will cause them to lose any items, gear, Bros Attacks, coins or unlockables found during their time with Toad Storage active. However, unlike in a mission, these items don't respawn once you exit, so anything picked up in this status will be permanently gone until the save file is deleted. So someone using the glitch shouldn't try and learn anything like Trio Grab, Drill or Plane, nor grab any rare gear, since it'll be deleted forever if they exit the mission.

Some missions like Tropical Paper Toad Hunt allows the trio to do mission-exclusive moves like sliding, which is normally done to catch running Blue Paper Toads. Performing Toad Storage in certain missions (like Tropical Paper Toad Hunt) disables some Trio Moves (like Trio Plane and Trio Drill) if they are all unlocked.

Trying to start a new mission or mini game will freeze the game on a black screen. However, arcade games and the Battle Ring work fine.

Dying in a Boss Battle or mandatory fight activates the Instant Battle Glitch (see further down the page) where the game considers them to have won the boss fight regardless.

Dying in a normal battle resets the fight with the party at 1 HP each.

Exiting a battle after dying causes the whole area to become invisible, with the exception of blocks, enemies and pipes.

Activating important events or cutscenes has... mixed effects. In some cases, nothing much happens, the event is counted as cleared like normal. In certain other cases, various landscape objects (like the Neo Bowser Castle bridge or the gate leading to the Mount Brrr elevator) become intangible, and allow the player to walk, fly or fall through them. In yet more cases (like the boss rush before Bowser and co), going back to the area will cause the game to crash and reset back to the Home Menu.

Warp pipes, elevators, shops and enemy fights still work, though the latter will cause the above mentioned beneficial glitches if the player loses.

Playing an arcade game, auto saving the game and restarting will cause certain objects (like the Twinsy Tropics fence) to be permanently be saved to the map. This can create normally impassible barriers for the trio, which can never be removed at a later point.

On the patches of oil in east gloomy woods, normally they slow you down, but can be slid over at normal speed as there are no rules for sliding over it.

Beating the final boss resets the game to the Lakitu Info Centre after the ending, with Mario and co stuck off screen. Contrary to earlier articles and videos, they can actually escape this point by trying to centre the viewport and moving until Mario and co fall back down into the Lakitu Info Centre. However, it will cause the platform leading to Bowser to despawn if they go back to Neo Bowser Castle, crashing the game. Sometimes, they can fall down into the staff-only area of the Lakitu Info Centre (where the Lakitus that provide the player with missions are) and get stuck there, which leaves the save file unplayable if the player attempts to save there.

Completing one of the missions with sliding after autosaving at the arcade and then resetting the game (such as Paper Toad Hide and Seek, Tropical Paper Toad Hunt, etc.) reverts the game to its normal state, with the fence barrier gone and sliding in the normal world impossible.

Toad Storage is possible in these missions:


 * Tropical Paper Toad Hunt
 * Fly Guy Flyby
 * Paper Toad Freeze-Out

By going right from the Lakitu Info Centre, the player can find some rocks near a section of beach and ledge. By walking into these carefully with the Trio Grab, and then pressing Y and moving the circle pad around, they can get Mario and co through the obstacle and onto the ocean nearby. This lets them avoid having to use Trio Drill or Trio Plane to get past the nearby paper terrain, and can be used with another out of bounds glitch in the Doop Doop Dunes beach area to avoid having to use the boat altogether.

By running and leaping at the rocks near the Paper Mario only area next to the Gloomy Woods entrance, it's possible to force Mario and co through the wall and into the forest much earlier than otherwise.

However, this leads to a few extra issues...


 * They cannot use Trio Grab, so they're now stuck in the first two areas of Gloomy Woods. At this point, the only way to continue with the story is to delete and restart the save file.
 * They can buy Battle Cards, despite not having a set. This will give them a set regardless.
 * After talking to the Wiggler, the game thinks they're on the road to Mount Brrr, and updates the quest status to reflect this.

They can also walk into the Paper Mario only area of Sunbeam Plains, at which point they'll be trapped. Saving here (or in Gloomy Woods without Trio Grab) will make the save file unusable.

In Gloomy Woods, in the left of the first area where the berries and trees are, the trio can stand on the edge of a tree stump and use Trio Grab to walk on the bottomless pit next to it. By heading north to the next area, they can skip collecting the berries or racing Yoshi.

Prior to the paper terrain appearing to the left of the Toad Village on Mount Brrr, the player can make Mario and co use the Trio Drill to dig in the area to the south west of the Lakitu Info Centre. They'll get nearer the wall than usual by doing this correctly, at which point jumping out the ground and using the Trio Grab in the right location will let them walk through the nearby fence and into the sky beyond. This can act as a shortcut to either the pipe behind the Lakitu Info Centre or the tunnel leading to the upper part of the summit.

It can also be done in certain missions, like Paper Toad Freeze-Out, at which point the side effects mentioned in the Twinsy Tropics Out of Bounds glitch will apply here as well.

In the far top left corner of the area with the bridge and Pokey bosses, there's a ledge with an unusual rock formation to the right. By moving Mario into the rocks and changing between holding up left and up right on the Circle Pad, the player can force the party into the rocks and out through the wall behind. At this point, they can walk off screen past the Pokeys to avoid having to battle them or cross the nearby bridge.

Near the top of the quicksand slope near the Pokey bosses in Doop Doop Dunes, there's a set of brown rocks near a block breakable with Trio Hammer. By positioning Mario and co near the right side, and moving around carefully, the player can force Mario and co through the rock and out of bounds. This is an easier way to skip the Pokey bosses than the glitch mentioned just above, since it works the same way as most other out of bounds bugs in the game.

In the uppermost area of Mount Brrr, there's a cloud with a Biddybud and bridges to the north and right. By using the Trio Drill here and charging at the edge of the rightmost bridge, the party will be launched into the air and end up digging through the sky above. If they go left or down, they'll land on the wooden bridge while underground, letting them dig inside the bridge. By going right and up however, they can walk across the air to the other clouds, potentially skipping part of the area.

By walking into the seam next to the platforms leading to the tunnel from the village to the summit in Trio Grab form, Mario and co can walk through the wall and out across the void. This lets them enter the tunnel early (for the Fast Forward Storage glitch) and walk all over the surrounding mountainside and sky without limitations.

By using Trio Drill on the vertical dirt walls in the passage leading to the summit, then dropping down near the wall, you can clip inside it. At this point, using Trio Grab will let the trio teleport to the higher edge, or even just some point high in the air. They can use this to exit the tunnel without using the plane ability.

In the first room of the Twinsy Tropics Dungeon, move to the upper right of the torch nearest the pipe. Then, make your way along the edge until Mario clips inside, before using Trio Grab to bring the rest of the party in. You can then walk north off the ledge into the water, and then warp to the ground next to the exit pipe, skipping the battle with Roy and Wendy Koopa.

In the room with a gap, and a folded up bridge (between two corridors of jail cells), the player must walk into the corner and use Trio Grab. If performed correctly, Mario and co will walk off the edge and can skip to the door on the opposite side, or maybe just wander around out of bounds. This can let the player avoid getting Battle Cards from the Goomba in the dungeon, and skips two cutscenes.

If the player does this glitch too early, they will have no way of learning Trio Grab or exiting the dungeon. This will necessitate restarting the save file.

First, walk to the rock near the restore block in Sunbeam Plains, near the left most entrance of Gloomy Woods. Walk up right and up left til you clip into it, then use Trio Grab to go inside and out of bounds. This lets you enter the left most part of Gloomy Woods early.

Now inside the area, go up and carefully move around the log in a way similar to the linked video. You'll eventually end up inside the log, partially out of bounds. Follow it round, and you end up without any characters but Luigi. Keep going til you reach the Toad Village, then play a mini game to get the trio back.

In the Twinsy Tropics Dungeon, use the out of bounds glitch in the final room in the 'Get the Medallion' mission and then exit through the path to the 'Bowser door'. If you do, you'll find that not only is the area now completely deserted (no enemies, no coins, no blocks, no nothing), but at least one platform is completely invisible (but still solid), the map shows you as being off the screen and the exit pipe doesn't work at all.

In Gloomy Woods, if you carefully walk towards the bottom right of the bridge in the room where you normally learn the Bomb Derby attack, the party will go out of bounds. Go round the area (off screen), and you can skip the scene with Nabbit that lets you learn Bomb Derby.

You can also land on the tiny island with a Bomb Fruit, at which point there's no escape without resetting the game. If the party uses Trio Drill, they can dig on the island, but then cannot exit the ground afterwards. If the game is saved as this point... the file is now functionally useless.

You can skip the above glitch by going past the first Ninji in the same room, then walking into the left wall when it opens up to clip of bounds. This is easier with Paper Mario on his own or the Trio Grab ability (but can be done at any time), and is much easier to use than the original Bomb Derby skip glitch.

In the north part of Gloomy Woods, near Flutter and the warp pipe, there are some rocks to the right of the screen. By carefully moving Mario towards the right corner of the left most one, repeatedly hitting up and moving around carefully, Mario can be clipped inside the rock. From this point, two things can happen:


 * If the game is in the middle of the Fly Guy Flyby mission, or the player doesn't have Trio Grab, they can move around until Luigi gets clipped inside the rock. At this point, they'll temporarily get seperated from Paper Mario, and (if done correctly) can walk round to the loading zone on the right.  This can be used to get Toad Storage in Fly Guy Flyby.
 * If they do have Trio Grab, they can just use it to get everyone out of bounds.

This glitch can let them enter a small area far earlier than they're supposed to, as well as escape a mission in progress.

Elsewhere in Gloomy Woods, there's an area with a paper plane section (with moving spike trap), as well as a stack of cardboard boxes with a ? block on top.

By going into Trio Grab here, then going to a certain corner and alternating between left and up, the party can get out of bounds while in Trio Drill form. They can then come out of the ground as normal and walk around to various other areas.

This bug is used to reach Flutter and Mount Brrr after using the Fly Guy Flyby glitch, since the trio can't use Trio Plane with this version of Toad Storage active.

In the right room before King Boo, there's an area with a glowing Mushroom and an item block above it. If Mario and co walk towards the nearby wall (which leads north into the boss room exit), and carefully tap left a few times, walk up a bit, walk left a bit and go down and left again, they can clip through the wall and out of bounds. This glitch is useless in normal gameplay.

Enter the village from the bottom while the papercraft objects are there using the Gloomy Woods Early glitch. Now, if the trio walks into right corner of the papercraft platform blocking the entrance (ideally while in Trio Grab form), they'll go through it and are now able to get out of bounds.

In the second area of Doop Doop Dunes (the room with a Lakitu Centre on top of a high cliff and a path leading to Mount Brrr), there's a small area with a fence and a path leading right that the group has to follow. If they carefully line up near the left wall in this area, then go up and left, they can go through the wall and out of bounds, skipping the entire Nabbit chase sequence and the first Spiny battle.

Again, this is much easier to do with Trio Grab if the player doesn't want to use it for speedrun purposes.

In the area of Sunbeam Plains with the island and Lakitu Centre, go up towards the north exit and stand near the flowers to the left. From here, keep pushing right to get Mario and Luigi close together, then tap up and left til they end up partially in the wall. Now, go up left and down left til they clip through, then walk to the Lakitu Centre from the right most loading point. You can then talk to a Lakitu to get Paper Mario and go right to skip much of Sunbeam Plains.

To get back to the main area, keep going until you get to the screen where you'd normally encounter Petey Piranha (on the other side of the lake), then go towards the wall to the lower left. Use left, up, down and left until you clip the bros into the wall, then walk back around to get to the exit leading to the Papercraft Goomba area and Toad village.

In the first room of the west part of Gloomy Woods (where you enter from Sunbeam Plains), go north til you reach an exit with a wall on the left and a lake and spider web on the right. Now, go towards the corner of the left wall so the trio are facing into it then push up so the trio are closer together. Now, walk up a bit, hold left for about a second, then walk back down and left near the corner (it's the same method used to clip through the rocks near Flutter). Mario (or Paper Mario, if he's on his own) will be inside the wall. Now, either use Trio Grab (if you have it) or keep moving left and right until Luigi and Paper Mario are also clipped through. You're now out of bounds, and can go anywhere on screen.

In the room with the large glowing mushrooms, river and bridge, go across the bridge to the right, then up until you come across an exit, a tree stump and a long wall to the right. Now, walk into the corner near the tree stump, then go up slightly and right for about half a second. Now, go back down and into the corner, and Mario (or if he's on his own, Paper Mario) should be inside the wall. Use Trio Grab to get everyone out of bounds if you have it, or just walk up and down til they clip through if you don't.

In this room (it's the one with the dirt wall you can drill through, and a few berries to collect for Wiggler), walk into the top right corner near the entrance. Now, walk up a bit, into the wall for about half a second before going back down. You should eventually be able to clip through the corner. Now, use Trio Grab (if you have it) or simply move up and down a bit (if you don't) to get Luigi and Paper Mario out of bounds.

You can now walk anywhere in the room by going outside the map and around. This can let you get to west Gloomy Woods early (if you have Trio Glider) by going underneath the entrance to the left and flying upwards), or get to the other side of the stream without having Trio Drill, which lets you skip a few rooms in Gloomy Woods.

After Nabbit steals your hammers in Doop Doop Dunes, hit the switch and jump up to the ledge. Now, go to the right wall, follow it down until you get stopped at a seam or corner, then push the D Pad right a bit til everyone is bunched up. Now, go up, right for about half a second, then down and right again to clip Mario through the wall. Once inside, either move up and down til everyone clips through (if you don't have Trio Grab) or just use Trio Grab (if you do) to get everyone out of bounds.

From here, there aren't many things you can do, but you can walk around to the Lakitu Centre on the cliff overlooking the area, which lets you enter a small part of Mount Brrr early and get some extra EXP from the Bullies there.

In the area of Twinsy Tropics leading to the dungeon, there's an area with Koopas, two heights of ledge and a rock on its own that connects the two. If Mario and co walk into this rock correctly from the left side, they can clip inside it and go... about four feet out of bounds.

In the part of Gloomy Woods with the Kamek battle, and various logs that the trio have to climb onto with bounce panels, there's a small section of wall which the trio can walk through with careful positioning. It's not much (they can't walk forward enough to fall off the log and fully out of bounds), but it does let them stand in the middle of the wall, on what appears to be thin air.

In the area of Sunbeam Plains with the various cracks Paper Mario can go through, and the area across the river to the right leading to a Lakitu Centre, there's a ledge in the top right that the trio can get over with Trio Glider. By then walking up to the wall to the right til they stop, pushing towards it a few times, then going up and back, they can clip through the wall and go out of bounds.

Just to the right of the left entrance to Gloomy Woods, there's a few ledges Mario and co can climb leading to a small hollow in the back wall. If they go towards the 'seam' in this wall, push up a few times, go left, holding up a bit more and return back to where they started, they can clip through the wall and out of bounds. From here, they can walk around to the left entrance of Gloomy Woods, allowing them to skip much of the game.

It can also be done by Paper Mario on his own to reach Princess Peach's Castle and the otherwise inaccessible other parts of Sunbeam Plains.

In the first area of Doop Doop Dunes, to the top left of the area, there's a place with some cacti on a ledge, and two rooms just on the ground in front of said ledge. If the player makes the trio walk into the right corner of the rightmost of the two rocks, then walk left a bit before returning, they can clip the trio inside and go out of bounds.

In the room just right of the Toad village in Doop Doop Dunes, there's a rock and sign next to the entrance. By walking into the bottom right corner of this rock, and moving the circle pad left and right a bit, the party can be clipped into this rock, at which point they'll fall down a bit and be able to walk out of bounds. This might be useful in the Toad mission with the Fly Guys.

In the beach part of Doop Doop Dunes, there's a rock near the left side entrance. By going to the wall just left of the rock, and then moving up, left and up again repeatedly, the party can be clipped inside the wall and out of bounds. From here they can either reach Twinsy Tropics early from the Doop Doop Dunes side, or skip the Chargin' Chuck Corps boss later in the game.

In the room with the Bowser barrier in Twinsy Tropics, go to the south wall. Now, near the middle, move along till you stop in place, then move around a bit. You should clip through, so now get the whole party out of bounds (Trio Grab makes this easier), then go down a long way, and then right. You should be able to go all the way to the pipe that exits near the barrier and three laser statues, skipping the entirety of Gloomy Woods and Mount Brrr.

You can also use this trick to go out of bounds near the remains of Bowser's Castle once Neo Bowser Castle appears, by utilising the standard walk through walls glitch. However, if this is done, Mario and Luigi will end up stuck on a tiny platform in the middle of lava. There's no way out from here, so don't save otherwise the save file is useless.

In the second room of the Doop Doop Dunes Grotto (with the pipe to the Toad Village), there's an area with a moving platform and a red switch on the wall where the path splits. Here, go to a certain rock and move carefully, and you should clip through. From here, you can then just walk straight across the water and out of bounds.

In Twinsy Tropics, there are two rooms with ring puzzles just before the cave leading to Bowser's Castle. In the south most one of these, go right to the left until you see two grey rocks by the wall. Now, move up and down carefully, and you should clip through. From here, just wander round till you come across the area with the giant seashell switch, and the trio should be automatically warped up next to it. They can then hit the switch and skip having to use Trio Drill at all.

By exiting the Mount Brrr tunnel and activating the 'not enough Toads' cutscene from the wrong side, then quickly going back into the tunnel, it's possible to 'store' the fast forward effect from cutscenes. This lets you activate a few more glitches...

By using Trio Plane in this state, the party can fly much faster and higher than otherwise, opening the way to otherwise inaccessible areas.

By using Trio Drill while facing down near the bottom of a dirt wall, Mario and co blast through the floor and are able to go anywhere they like in the area (including above and below the screen).

In Doop Doop Dunes, there are various patches of quicksand that cause the trio to slide down if they try running or jumping up them. Normally, these are impassible, since the trio cannot jump quickly enough to out speed the quicksand's effects. However, if Fast Forward Storage is active, they can hold R to speed up the game, and then repeatedly hit jump to climb up the quicksand covered slopes. This lets Paper Mario reach the area with the Papercraft Kamek battle on his own, since he can't use Trio Hammer to break the nearby blocks.

If you used the Paper Boat skip mentioned above, Paper Petey Piranha will never spawn outside Gloomy Woods. However, he will appear in the Boss Battle Ring regardless of this, since the game expects you to have beaten him before the arcade is accessible.

Use the out of bounds in Twinsy Tropics glitch to exit a Toad mission in Twinsy Tropics (from a Lakitu Centre outside the area), and you can skip the battle with the Chargin' Chuck Brigade. They also appear in the Boss Battle Ring regardless.

Use an out of bounds glitch to escape a Toad mission (like the ones in Twinsy Tropics and Mount Brrr), then fight a boss (or required enemy battle). Die, then click to go back to the title screen. The game now thinks you've won the battle and moves on with the story. The only downside is that the trio do not earn experience or other rewards from the instant battle glitch.

The game will have no backdrop loaded, and will be all blue, aside the trio, enemies, Toads, and blocks. This can be reset by going to another room.

Using this is also possible in a normal battle, although the side effects are not the same.

If the player battles Papercraft Bowser Jr. with Papercraft Peach, and he/she tries to recharge the papercraft at the charging station, there is an extra beat after the first set of beats, which is not marked by a pink circle. Pressing Y activates the extra beat.

If you use a glitch to skip the King Boo section of Gloomy Woods, then try and hit the L or M block that makes platforms appear in the room before his boss battle, the game will crash on the spot with no music. At which point, the 3DS will shut down the game and say an error is occurred, before trying to restart it.

At this point, it might crash yet again. The player will need to forcefully exit the game via the Home menu at this point.

If Paper Mario is on his own in the "Paper Toad Hide-and-Seek" mission and he enters the Item Shop, stepping on the Paper Toad on the floor in the said shop would crash the game to the HOME Menu. This is similar to "Ice Crash" as the game only has animations for the full party stepping on the Paper Toad in the Item Shop. Like before, the game will crash after it tries to restart itself, at which point the player needs to forcefully exit the game via the HOME menu button.

If Mario and co use glitches to reach the elevator leading to King Bob-omb on Mount Brrr (without opening the door in front of it), then the game will crash immediately after entering the summit area. It'll then reset to the Home Menu, like the other crash glitches.

If Paper Mario is on his own, and fights one or more normal Shy Guys (without paper versions being present in the battle), then the game will crash the second they try and start their rock throwing attacks. If at least one Paper Shy Guy is present, then they'll never try and use this attack, presumably to prevent said glitch from occurring.

If you skip the first visit to Mount Brrr, then using Trio Drill on the final rock wall in the tutorial area will immediately crash the game to the Home Menu. If you use Trio Drill on the other side of the wall, the trio will go right through it like it's not even there.

When Paper Mario is on his own, trying to walk on a patch of slippery ice will immediately crash the game to the Home Menu. This will likely also happen if Luigi is on his own, since the game only has animations for the full party sliding across the ice.

Skipping missions in an area can knock the list out of order when the player tries to replay them in the Lakitu Info Center. If this is done, and then a Hard mode version of a mission is selected while the mission is occupying the wrong slot in the menu, then the game will crash. This is likely because the game thinks you're playing the mission in the original slot, and looks for a non existent hard mode version to overwrite.

If you get Toad Storage on a timed mission, then fight an enemy in a normal battle, winning or fleeing will crash the game on the spot.

The game will also crash if you get Toad Storage on a timed mission, then try to buy or sell anything in a shop.

Also after getting Toad Storage on a timed mission, pausing and unpausing the game can crash the game on the spot.

In the Tropical Paper Toad Hunt mission, the player must perform the Twinsy Tropics Out of Bounds glitch. The player must attempt to grab the Paper Toad in a bubble with Trio Grab while out of bounds. If done correctly, the player may grab the Paper Toad as if were a Bomb Bud or any similar object. The player can carry it to the bridge, and if the player attempts Toad Storage while carrying the Paper Toad in a bubble, the game will crash to the HOME Menu.

If Paper Mario attempts to defeat one of the Paper Fuzzies before they attack, just before they attack, the game will crash, making the system reset. If Paper Mario counterattacks the Paper Fuzzy, the Paper Fuzzy leaves the battle and the battle goes on forever. The player has to reset the game after this. It's possible for this glitch to occur in Paper Toad Freeze-Out and Final Smash.

If you exit Twinsy Tropics without the boat, then enter a Lakitu Info Centre, you can play the Toad missions from Twinsy Tropics. Beating these displays a message (in Japanese) that there are no more Paper Toads in the current area, regardless of what region the game is set to.

This can also happen if using the East Gloomy Woods early glitch and completing all Toad missions in the Lakitu Info Center.

If the player accesses the Luigi only part of Gloomy Woods with Mario and Paper Mario via glitches, then watches the Starlow cutscene, they get the 'ability' to enter new areas in Trio Grab form (they usually have to be out of Trio Grab form while doing this). This leads to some... interesting glitches.


 * If they go left into the first Luigi only area, the Trio Grab graphics get messed up, with a random mixture of Mario and Paper Mario just hanging in the air above Luigi's head.
 * Exiting Gloomy Woods in Trio Grab form, then getting out of said form will turn Luigi into another Mario. Who is constantly moving his hands around and sliding like he's juggling an invisible object.
 * Entering a Toad House and then exiting Trio Grab form... turns Luigi into a green Toad. Who can jump and move like normal.

Please note however that if you do this and get out of Trio Grab in the wrong spot, the game is prone to crashing. It can also softlock, if you start a cutscene in this form.

If you skip the Twinsy Tropics Paper Boat (see above), then a random assortment of missions from different areas become accessible in any Lakitu Info Centre, with the one on Mount Brrr before the Papercraft Bowser Jr battle having missions from Doop Doop Dunes and Twinsy Tropics instead of the correct area.

They will still count towards the amount of Toads needed to fight the Papercraft bosses though.

It's possible that after defeating an enemy, the battle won't end and any reward boxes won't open. The only way to exit this is to reset the game.

A similar thing can also happen with the Nabbit battle, with the party stuck facing the Paper Boos summoned by him with no turns ever passing. Again, to exit the battle or mission, the game has to be reset.

In the boomerang section in the fight with King Boo, the game sometimes freezes with music playing. The only way to exit this state is to reset the game.

In the final Nabbit mission, Nabbit can sometimes be pushed outside of the area boundary, leaving him standing on air next to the torches. The mission is hence unwinnable, requiring the player to exit the mission and try again.

If you exit a battle after escaping from a mission, the world around you afterwards will be totally invisible, with the exception of enemies and blocks. Entering another battle or leaving the area fixes this.

If you lose a battle with a normal enemy after escaping a Toad mission, you'll loop back to the start of the battle, with the bros at 1 HP each. This will continue until you either flee or defeat all the enemies.

If you use the Gloomy Woods and Mount Brrr skip mentioned above, and don't reunite with Mario and Paper Mario by heading to the Lakitu Centre, you can run around and play the game as Luigi on his own. In this state, he can buy items, battle enemies and use the arcade, but cannot access warp pipes or use Trio moves on the overworld.

By moving down and left into the wall in the Sunbeam Plains Paper Mario only area at the right angle, the player can clip into the wall and take Paper Mario out of bounds. If he walks back to the main map, he'll then be able to wander off his own.

In this state, he can fight enemies, use/collect items, buy stuff and access various areas via warp pipes, but cannot get through cutscenes or use Trio abilities.

Please note however that certain parts of the game world cannot be entered or escaped by Paper Mario on his own. As a result if this, the player should not save the game while in one of these areas, since it will make the game unwinnable.

If Paper Mario returns to the hole in the fence and tries to exit again, the party will warp to the last place the player saved the game. Only Mario and Luigi will be in the place the player warps to. Without moving, it is possible to use trio attacks without Paper Mario, and even dash by pressing and holding. Using Trio Hammer will softlock the game, using Trio Plane will not let the trio fly (though Mario and Luigi will do their jumping animation), and using Trio Grab will glitch Mario's sprite all over the screen, but will be in normal Trio Grab form afterwards. However, the trio are unable to enter a load zone, and canceling will softlock the game.

In this state they can walk through walls and obstacles, and even enter a battle, until they enter a pipe, begin a cutscene or send Paper Mario into a crack in the wall.

In this state, the trio will stay at the same height level. They can use trio plane and cancel over a different height platform, like at the top of a slope. If the trio uses their plane form, they'll rise up into the air and are able to stand on nothing. They can go back on solid ground again by reusing trio plane over a platform. If they use Trio Hammer, then Paper Mario can get stuck in the air behind Mario and Luigi, which will prevent them from doing any more trio abilities until they leave the area.

The trio can walk through quicksand slopes like this, and can use trio plane once under this slope to easily get to the bottom again.

If the game is saved in this form, the effect will continue when the file is reloaded.

The glitch can be cancelled by returning to the hole in the fence and sending Paper Mario back through it again.

After defeating the Mount Brr Yoshi in a race, talk to him as Paper Mario alone. After his dialogue, the camera will pan in a random direction. This can be fixed by moving the circle pad in the opposite direction it moved.

Get Paper Mario on his own before facing the Megacrinkle Goomba battle, then walk towards the left wall in the area with it and Toadette. Use the same tactic as before to get Paper Mario through the wall, now walk around the screen to Doop Doop Dunes. Because Paper Mario is on his own, this means the cutscenes that usually play upon entering the area won't happen.

If Paper Mario is on his own and opens the Lakitu Centre missions list, then exits in any way, Mario and Luigi will reappear with him. However, Mario will be trapped behind the counter, and trying to get him out will cause the screen to shake violently. This does not work by pressing B when selecting a mission in the east Sunbeam Plains Lakitu Info Center.

The glitch can be fixed by using Trio Plane.

The player may also get this glitch if he beats the game in Toad Storage mode. This time, the entire trio is trapped behind the counter. After the credits, the trio will be stuck out of bounds in the Lakitu Info Center's ceiling. If the player manages to get out of the ceiling, the trio may fall behind the counter, and they can even roam around. However, saving there makes the game unplayable.

The door to the enemy gauntlet, Koopaling battles and final boss in Neo Bowser Castle does not work if Paper Mario is on his own. The warp doesn't exist, and an invisible wall is in its place.

The exit the Paper Toads are trying to leave through in the Sunbeam Plains mission has an invisible wall over it, which can be seen if Mario and co try and use it themselves (they'll just start walking in place).

If Bowser's Castle is skipped via a glitch, and then the party returns to the outside area before the pipe leading there in Twinsy Tropics, Mario and co will briefly stand still and stare at the green pipe in the middle of the area, despite it not having a crystal barrier around it.

After a second or two, the game continues as normal.

Activating the laser statues in Twinsy Tropics while the barrier is gone will cause them to start firing at empty space. If all three are hit, then the air above the pipe will shatter into pieces, like if there was an invisible barrier there.

This glitch is entirely visual and doesn't affect the game in any other way.

If you read the sign near the 'Mystery of Mount Brrr' sidequest as Paper on his own, then the camera will pan away until Paper Mario is off screen, and stay like that until he enters a door or passageway. Presumably, it's trying to move to Mario's location, and gets screwed up because Mario and Luigi aren't in the area.

If the player uses glitches to avoid playing Lakitu missions in Sunbeam Plains, Doop Doop Dunes, Twinsy Tropics or Mount Brrr, then coming back later will let them complete these missions in any order they like.

And it's completing all the missions in any one area/part of the game that gets them a Trio Attack, not the amount of Toads rescued in general.

So if they come back and say, beat all the initial Toad missions in Mount Brrr, they'll get Trio Shuriken without having Trio Kite or Whirligig. This can let them get only the Trio Attacks they want rather than the full set of them.

However, they should not complete the last three or so missions without completing the earlier ones. Why? Because doing so will give them Trio Meteor... and then cause the Lakitu Centre to think they've saved all the Paper Toads. Unfortunately, this also means that any missions they haven't played/beaten, and any Trio Attacks they haven't gotten are now lost forever, since they have no way to unlock new missions after getting Trio Meteor.

It also stops them getting 100% completion (since the counter is based on the actual number of Toads saved), and makes getting to the Mount Brrr summit more difficult (since Starlow doesn't think they've saved all the Toads and hence doesn't let them enter the tunnel).

By using a certain sequences of out of bounds glitches and tricks, it is possible to reach the King Bob-omb Battle without ever getting Trio Grab or visiting Twinsy Tropics.

To do this, you need to use Paper Mario wrong warping to disable collision detection (see above), exit a cutscene (to get super speed), go to the Gloomy Woods, go all the way through to the right side til you reach Mount Brrr (Flutter can still be talked to while invisible) and then learn Trio Drill. Then, use it on a dirt patch pointing down to blast through the floor, and walk over to the top entrance to the right side of Gloomy Woods.

Here, clip through a gate that's usually lowered by hitting a ! switch, hit said switch to make the game think you've beaten King Boo, and then use the out of bounds glitch mentioned earlier to get Luigi out of bounds on his own. Walk back to the Gloomy Woods Toad Village, play a mini game to get Mario and Paper Mario back, and you can then proceed as normal.

Defeating Shiny RoboBowser after getting Toad Storage in a timed mission will cause Starlow to get all glitched and become a line of graphics in the top right of the screen during Bowser's defeat animation.

In the room where you fight Petey Piranha in Sunbeam Plains, there's a river and a piece of land on the other side where Monty Moles appear later in the game. If the player returns here as Paper Mario on his own via a glitch, these moles can sometimes appear in mid air, or above the river in the middle of the screen. Or in some really rare cases, on the wrong side of the river, meaning that Paper Mario can fight them without having to cross to the other side.

There's a part near the top of Mount Brrr where the trio has to flip over two spike covered panels to reach a Trio Glider segment. If Paper Mario comes here on his own, he can walk straight through the first of these panels as if it wasn't even there, though the second one will hurt him as normal.

If Paper Mario escapes the fenced in area in Sunbeam Plains via the glitch mentioned above, the camera will stop scrolling. However, if he then talks to a nearby Toad without entering a building, the camera will immediately snap to the new position on screen, where it get stuck again. By walking around and talking to Toads (without entering a door or leaving the area), Paper Mario can get the camera to snap between a bunch of preset locations on command.

First, start the "Paper Toad Hide-and-Seek" mission. Now, use the Paper Mario on his own glitch to get Paper Mario moving around with Mario & Luigi, then talk to the Toad on the sign in front of the item shop. Mario and Luigi will run towards Paper Mario and the cutscene will progress as normal, but they'll then stand still and not follow him afterwards.

Now, go back to the hole in the fence, then go in and out again. Mario and Luigi will try and run towards Paper Mario, and vice versa, but the game can't handle their change in location all too well, causing the trio to run around like headless chickens and even teleport once or twice in the process.

If the player manages to grab a Paper Toad in a bubble as if were a Bomb Bud (with Trio Grab) while performing the Out of Bounds glitch in the Tropical Paper Toad Hunt mission, the player can also throw it. If this happens, the Paper Toad would disappear. A strange empty bubble would appear in place and it cannot be grabbed by the trio again. This makes the mission unbeatable, as this Paper Toad is also mandatory. The player may prompt to try again the mission if this happens.

The glitch can also be performed when the trio gets back on land after the Out of Bounds glitch. The player must throw the Paper Toad anywhere. The Paper Toad will flicker away and disappear, and an empty bubble will remain in the place where it has landed. Yet again, the glitch causes the mission to be unwinnable, forcing the player to restart the mission.

If Paper Mario on his own purchases Lakitea at the Lakitu Info Center's arcade, the camera will aim out of bounds. This can be fixed easily after the player presses A on the "All HP and BP restored!" message. This also works if Luigi is alone.

The player must use Drill Shell on a Paper Fuzzy (without defeating it), no matter what size it is, it will show up medium instead. It can still make the sound of what their sound is depending on their size.

In the Twinsy Tropics Dungeon, it's possible for the metal wall in the first conveyor belt room (where you first see Roy Koopa talk to some Toads) to lose its collision detection. If this is done, the player can have Mario and co walk through it and along the conveyor belt where the ore was being sent.

If you walk up to a Toad which has a thought bubble (like the Know-it-all Toads) in the center of the Sunbeam Plains Toad Village, he may not speak at all once prompted, at which point the game must be reset and all unsaved data lost. If the game works properly, this Toad will give you the mission of helping the Mushroom Delivery Toad(a Toad carrying a sack whom, once talked to for the first time in Peach's Castle, gives you a free mushroom) pick up dropped mushrooms.