List of Paper Mario: The Thousand-Year Door glitches

These are the glitches found in Paper Mario: The Thousand-Year Door.

Mario should sell his L Emblem or W Emblem badges while he has it equipped. His clothes will still resemble the Wario outfit, Luigi outfit or Waluigi outfit until he leaves the area, enter the inventory screen, or save and quit. The same happens if one of these badges is stolen by a Badge Bandit.

If Vivian uses Fiery Jinx on a Yux, Z-Yux, or X-Yux, and its Mini-Yuxes exist, when the Yux is defeated from burn damage, the Mini-Yux(es) and shield continue to exist. The battle continues even if the Mini-Yux(es) are the only remaining enemies. It only ends after the Mini-Yux(es) are defeated.

Like Admiral Bobbery, Koops himself can also disappear, but it's a little different. To make him disappear, the player must go to Center Rogueport and go to the back with the Goomba and Bandit. There, shoot Koops left or right, and keep holding X. Talk to one of the residents in Center Rogueport, and Koops should disappear, leaving Mario all alone. Unless the player leaves Center Rogueport, press X again, switch partners, or go into a shop, Mario should be alone.

However, when the player does this with the house past the Trouble Center instead of the character trying to jump at the wall to try coming in, they will keep falling in the water a couple of times and then appear behind the player. This glitch is essentially the same as "Let Me In!" but the partner will appear behind Mario after a couple of times falling into the water.

When Mario accepts Jolene's trouble at the Trouble Center, he should enter her office via the air duct connecting to the Champion's Room instead of talking to the security guard by the door. When Mario exits the office via the door, the guard will remain squarely in front of it, and Mario will be forced backward out of the bounds of the area (even being able to walk off the edge of the level).

This can be done at any moment after Zess T. starts cooking for the player and with any partner. Sometimes, when the player enters the house when coming from West Rogueport, if they are fast enough, the door will shut behind Mario but the partner will stay outside. If the player talks to Zess T., the partner will desperately jump trying to get in, but will stay outside until Mario exits the house.

This glitch can also be done in most other buildings in Rogueport as well.

Admiral Bobbery can be forced offscreen in this glitch. It can be used any time after Bobbery joins Mario's party. In Rogueport, the player should go anywhere near the gate right next to the passage above. Tossing him makes Bobbery go off the flipbook, and as long as Mario doesn't leave the area, talk to someone, or change partners, he will be walking alone.

When Mario is solid purple after battling Doopliss, the player can change his picture on the menu screen back to normal by simply taking off or putting on a badge. The change is only temporary, though; when the player exits and re-enter the menu, Mario's picture will be purple again.

During the battle with Sir Grodus, the player can make Ms. Mowz divide into three. When it says "All direct attacks will be countered", the player will have to take out Ms. Mowz (If Mario already has her out, the player can just keep her out) and do the Love Slap attack. After it's over, the game makes the player repeat the process but instead of the control stick being in the picture, the A button will be there. The player will have to do nothing. Then, Ms. Mowz will divide in to three. The real one goes back with Mario, the second one will stay by Grodus and the last one jumps behind him and runs in midair.

There is a way to have Bobbery show up in Mario's Party before he actually joins Mario's Party. To do this, the player must have Ms. Mowz in their party, and she must not be alongside Mario at the time. If the player chooses a healing item, Bobbery will be in Ms. Mowz's spot on the list.

In the western corner of Flurrie's house, Mario appears to jump and walk slowly.

In Hooktail Castle, the player need to go into the room with the reversing stairs. Yoshi Kid is required for this glitch, but first, the player must have Koops to hit the switch. Next, the player must get on top of the steps and use the Yoshi to hover to the switch. Before just reaching the top, the player has to get as close to the wall as possible, instead of landing on the switch, but rather on the platform, right behind it, and then get in front of the switch, facing away from it, nearly dangling off the edge. The player needs to launch Koops' shell and hold it, and finally, jump off the platform with the switch, (but don't hit it), and stand at where the stairs previously were. Then Koops will hit the switch, reversing the stairs, and Mario will be inside the stairs. Mario will still be able to move and can escape simply by walking or jumping out.

There is an easier way to pull off the stair glitch as seen above. The player will have to have the Ultra Hammer unlocked, however. Like before, the player will have to go to Hooktail Castle in the same room with the rotating stairs. With Koops, the player must hit the switch, thus rotating the stairs. The player needs to break the concrete blocks by using the Ultra Hammer. Now, facing away from the stairs, the player must launch Koops again. The player must now stand where the stairs previously were, and then let go of the X button. This will cause Koops to hit the switch, thus putting Mario inside the stairs. Again, the player can escape by simply walking or jumping out.

In Petalburg Town, the player needs to go to left side of Petalburg town, and head to the gate, but once the player gets there, they must not leave. Instead, they should go inside the house that is closest to the gate, and if it has a Toad in it, and a table near the door, then the player is in the right one. Now the player must go to the table and go in the corner, that is closest to the door, and make sure they have Koops out and then use Koops in that corner, and he'll go under the house and stay there unless the player move, as he can easily jump out.

When in chapter 3, at the hallway Mario should kick Koops and keep him at either end of the hallway. Mario should then walk to the opposite side of where Koops is, let go of X, and Koops can, for a split second, be seen flying down through the floor and out the bottom of the screen.