Rogueport Sewers

Rogueport Sewers is a huge chain of rooms under Rogueport that contain the Thousand-Year Door, various Warp Pipes, and the Pit of 100 Trials. There is a hidden town here with a shop that sells rare items such as Ultra Shrooms and Gold Bars. There is also a badge seller named Dazzle, who trades them for Star Pieces. Merluvlee's house is also located here, where Mario can pay her to find the locations of Star Pieces or Shine Sprites, or what to do next. Lastly, there is Wonky's house who Mario can pay to give certain information about the game.

The main way of getting into the sewers is a pipe in front of Professor Frankly's house. Another way in is West Rogueport's sewer grate. Special blue pipes leading to Petalburg, the Great Tree, Keelhaul Key and Poshley Heights can be found in the sewers.

Regular portals to particular regions include a stone warp pipe to Petal Meadows, two wooden pipes: one to Boggly Woods and one to Twilight Town, although the one to Boggly Woods is monochrome like the rest of the woods and the one to Twilight Town is brown with exaggerated shadows, and a blue warp pipe is used to gain access to Fahr Outpost. The teleporter is the fourth portal found in Rogueport Sewers and is used to reach the X-Naut Fortress and through that, the moon after Mario is fired out of the cannon, as it is impossible to be fired again. After completing Chapter 7, this teleporter cannot be used until after completing the game.

When Mario reaches the bottom floor of the sewers for the first time, he has to learn a new paper ability to reach the door from the first Black Chest Demon inside a black chest. After Mario reaches the Thousand-Year Door, he has to stand on the pedestal and hold up the map. The map shows him the location of one of the Crystal Stars. This process is repeated after every Crystal Star Mario gathers.

Eastern entrance room
Rogueport Sewers is first entered through a pipe located in Rogueport's east side, outside of Merlon and Professor Frankly's houses, which is initially blocked by a rotten fence that Frankly removes soon after Mario and Goombella meet with him. The pipe leads down to a long room. Next to the pipe, there is a Save Block. To the west, an archway leads to the ruins of the 1,000 year old town. There is also a cracked wall here which can be destroyed by Admiral Bobbery's Bomb ability, uncovering a pipe that leads to Chet Rippo's house in the room's background. To the east of the pipe that leads to the surface, there is another pipe behind a rusted metal fence, leading down to the eastern corridor. This pipe can be accessed by moving between the fence's bars using Paper Mode, or otherwise by riding a moving platform that moves between the pipe and a ledge further to the east. This platform passes over a lowered area between two staircases; Mario, Goombella, and Professor Frankly are attacked by a Goomba, Paragoomba, and Spiky Goomba here on their first visit, who they must defeat to access the east end of the room, including the moving platform.

Further to the east, the remains of a wall partially block the ledge that leads to the aforementioned moving platform. Past this, there is a pipe behind a similar metal fence to the one that blocks access to the pipe leading to the eastern corridor; this one can only be accessed using Paper Mode and leads to Merlee's house in the background. South of the fence is a Plane Panel which Mario can activate once he has Plane Mode to cross an ensuing gap; crossing the gap allows Mario to access an archway that leads to the Petal Meadows pipe room, while the gap itself contains a staircase leading back to the Plane Panel as well as a Spiky Goomba that first appears after Mario first visits the Thousand-Year Door; this Spiky Goomba is notable for remaining as such for the entire game, unlike most other enemies in the sewers which are replaced with Koopatrols, Hammer Bros., and Magikoopas after completing Chapter 5. Above the archway to the Petal Meadows pipe room, there is a high ledge with a chest containing a Defend Plus P badge and a cracked wall, which can be blown open from the other side in the Petal Meadows pipe room using Bobbery to access the chest.

Chet Rippo's house
Chet Rippo's house is small and contains purple carpet and matching curtains, as well as a table with a triangular crystal ball-like object. Mario can talk to Chet Rippo here from across the table to have his stats adjusted for thirty-nine coins.

Merlee's house
Merlee's house contains turquoise and blue carpet and turquoise curtains, as well as burning incense, and is slightly larger than Chet Rippo's house. Mario can talk to Merlee here from across the table and pay varying amounts of coins to have Merlee cast her spells on him.

Ruins of the 1,000 year old town
Said by Goombella to be the ruins of the original town that modern Rogueport was built over, this is one of the largest rooms in Rogueport Sewers. It is separated into two parts separated by a fallen pillar which Mario initially cannot circumvent. Mario first gains the ability to cross under it once he can use Tube Mode, but the pillar can be destroyed entirely using Bobbery's ability. The eastern part is accessible through an archway in the eastern entrance room, and houses Dazzle and Merluvlee, both of whom become accessible once Mario visits the Thousand-Year Door for the first time. Dazzle is outside next to a fallen pillar that hides a Star Piece behind it, and he trades badges in exchange for the Star Pieces that Mario collects. Merluvlee lives inside a large, ruined building, and can tell Mario's fortune for a small price, which can alternatively lead him to Star Pieces or Shine Sprites or instruct him on how to progress in the story.

The western part is much larger and is accessible through an archway in the western entrance room. This part features the room's centerpiece, a ruined fountain, as well as a number of ordinary residents, including a Squeek, a Bandit, and a Goomba. Goombella's Tattle dialogue for the area suggests that most of the residents are individuals who can't show their faces in Rogueport proper. The west end of the room contains a pillar that mirrors the one next to Dazzle, which also has a Star Piece hidden behind it. In-between the pillar and the ruined fountain, there is a building locked from the inside, which can be entered and unlocked using the teleporter inside the X-Naut Fortress. The building's interior is futuristic and contains the teleporter connecting back to the X-Naut Fortress. Mario uses the teleporter to return here after Chapter 7, and it can also be used before and after that point to travel between Rogueport Sewers and the X-Naut Fortress. South of the ruined fountain, a thin layer of water covers the floor. There is a chest containing a Soft Stomp badge in the lower left corner of the wet area. North of the ruined fountain, a ledge that repeatedly raises and lowers leads to Deepdown Depot, a shop that sells some of the game's most valuable items, and Herb T.'s place, a bar run by the Toad Herb T.. Wonky, who provides Mario with various obscure information on game mechanics, secrets, and lore, takes up residence in Herb T.'s place as well.

In-between Deepdown Depot and Herb T.'s place, there is a small alley where Mario can use the Spring Jump to jump up to a drippy water pipe high up in the air, which he can shimmy across to get on top of Deepdown Depot. From here, he can drop down onto Merluvlee's house, and from there to the pillar next to which Dazzle stands, which has a Shine Block on top that can be reached with another Spring Jump.

Petal Meadows pipe room
This room is entered through an archway in the eastern entrance room. It is a long room with a small dry area on the west end followed by a large pool of water. A Boat Panel lies on the southeast end of the dry area; once Mario can use Boat Mode he can cross the pool of water to reach another Boat Panel on the far eastern end of the pool of water, which connects to a ledge with a Shine Sprite. There is also a drippy water pipe in the back of the dry area which Mario can grab onto using the Spring Jump; shimmying to the west allows Mario to access a high ledge from which Bobbery can blow up the cracked wall in the eastern entrance room from the opposite side (though it is unmarked on this side), allowing him to reach the chest there; shimmying to the east instead eventually leads to a pipe on a ledge far across the water that leads to an abandoned house in the background.

The water itself is initially empty if Mario visits it before first visiting the Thousand-Year Door, but afterward a Blooper tentacle is seen sticking out of the water. When Mario jumps on the tentacle or hits it with his Hammer, the Blooper emerges from the water to battle Mario and Goombella. After the Blooper is defeated, two moving platforms rise out of the water, which Mario can jump across to reach a unique brown brick pipe leading to Petal Meadows.

Abandoned house
This house is uninhabited, though the features, including a crate that seems to be in use as a table and a hammock, as well as Goombella's Tattle for the area, suggest that someone lives or used to live here. The hammock contains a Star Piece in plain view.

Eastern corridor
This room is accessed through one of the pipes located in the eastern entrance room. It is a small corridor with two levels and a canal running along the southern wall. When Mario first visits it, it contains a Goomba, a Paragoomba, and Spiky Goomba. The two levels are separated by a flight of stairs as well as a rusted metal fence, which Mario can use Paper Mode to pass through. The upper level only contains a pipe leading up to the eastern entrance room, while the lower level contains two ? Blocks containing a Mushroom and Fire Flower, respectively, a small archway to the west that leads to the eastern blue pipe room, an alcove initially blocked by two small yellow blocks with a pipe leading to the lower corridor, and another alcove blocked by rusted metal bars that are passable using Paper Mode containing an entrance leading to the spike room. There is also a third, empty alcove between the other two, also covered by metal bars.

Spike room
This room contains spikes in a zigzag pattern that raise and lower every three seconds, in a setup that resembles one in Tubba Blubba's Castle in Paper Mario. Mario can cross the spikes using Vivian's Veil ability, moving across the room while the spikes are down and hiding in the shadows when they rise up, protecting Mario and Vivian from the spikes. At the end of the path, there is a chest containing the Spike Shield badge.

Eastern blue pipe room
This room contains a canal along the south wall and two super switches which can be pressed with Spin Jumps, located on opposite sides of a large yellow block which can be destroyed with the Super Hammer. The super switches are too tall to jump up onto initially, and so the yellow block must be destroyed to reach a ledge behind the block that moves up and down, as well as allowing passage through the entrances on either side of the room. The left and right entrances lead to the western blue pipe room and the eastern corridor, respectively. The moving ledge allows Mario to reach higher ledges in the northwestern and northeastern corners of the room, allowing Mario to jump down and press the super switches. Doing so reveals blue pipes on the northwestern and northeastern ledges that lead to The Great Tree and Petalburg, respectively. The northeastern ledge also has a Shine Block on it.

Lower corridor
This room can be accessed from a pipe in the eastern corridor. Mario arrives from that pipe in a large, open area which is initially inhabited by a few Spinias and a hidden block with a Pretty Lucky badge. To the left is a large yellow block which can be destroyed using the Super Hammer, revealing a blue trampoline that allows for quick access to a high ledge containing the entrance to the Thousand-Year Door room. A Star Piece is also located behind the yellow block, accessible though not visible before the block is destroyed. On the north wall, metal bars passable using Paper Mode block an alcove containing the entrance to the Boggly Woods pipe room. The first time that Mario passes by here, as well as after presenting the Diamond Star in front of the Thousand-Year Door, Punio is seen waiting outside a Puni-sized hole next to this entrance, though he quickly flees through the hole after noticing Mario.

Further to the east, there is a high ledge that initially appears sheer. After pressing an ! Switch, the wall "peels" off to reveal a staircase. The ledge still contains a discolored portion of its wall, which can be removed using Flurrie's Gale Force ability. This uncovers a chest with a Happy Heart P badge. At the top of the staircase, the ledge houses a Plane Panel which Mario can use to cross over the room and reach the entrance to the Thousand-Year Door room on the west end as well as an entrance leading to the black chest room. Mario can also drop down from the northwest end of the high ledge to a lower ledge that houses a chest containing a Black Key.

Black chest room
This small room contains a black chest on a raised part of the floor. Using the Black Key obtained in the lower corridor, Mario must release the Black Chest Demon inside the chest to gain the use of Plane Mode on his first visit to Rogueport Sewers.

Boggly Woods pipe room
If accessed before presenting the Diamond Star in front of the Thousand-Year Door, this room appears small and featureless aside from a staircase and an inaccessible ledge with a Damage Dodge badge. After presenting the Diamond Star, Punio the Puni appears here and becomes acquainted with Mario. He then uncovers the secret entrance to Boggly Woods by pressing a button inside a Puni-sized hole on the southeast end of the room that is inaccessible to Mario, causing parts of the back wall at the top of the staircase to flip around and reveal a corridor. Mario can go left through this corridor to reach the ledge with the Damage Dodge badge, or right to reach a connecting room with a gray wooden pipe that leads to Boggly Woods.

Thousand-Year Door room
One of the largest rooms in Rogueport Sewers, this room contains the Thousand-Year Door. It features a unique music track different from that heard throughout the rest of the sewers. The Thousand-Year Door is located on the northern wall. A pedestal that Mario can activate with the Magical Map and Crystal Stars is located in front of the door. When activated, an intricate pattern of turquoise lights appears on and around the pedestal, and the Magical Map is marked with the location of the next Crystal Star. Mario also stands on this pedestal to open the Thousand-Year Door once he collects all seven Crystal Stars, causing the Thousand-Year Door to open into the Palace of Shadow.

Besides the Thousand-Year Door and pedestal, there is a Save Block located in the southwest part of the room. The eastern end of the room contains a staircase down to the pedestal as well as an entrance leading to the lower corridor. Next to this entrance is a rusted metal fence that Mario can pass through using Paper Mode to reach a trampoline that allows him to access a ledge with a Plane Panel. By using Plane Mode, Mario can fly across the room to reach a ledge that mirrors the one with the entrance and trampoline, with another fence, trampoline, and an entrance leading to the Pit of 100 Trials entrance room. The trampoline here allows Mario to access a mirrored Plane Panel ledge that also contains a Shine Block.

Pit of 100 Trials entrance room
This room has a gray rocky texture on the floor and walls, as well as spears on the walls, matching the Pit of 100 Trials itself. The background music in this room is silent, unlike other rooms in the sewers. On the eastern end is a small staircase leading out to the Thousand-Year Door room. In the center of the room, there is a pipe that leads down to the Pit of 100 Trials, accompanied by a sign that warns of the pit's dangers and that the First Attack and Bump Attack badges do not work inside. The north end of the room has another sign that displays certain records, such as how many Star Pieces out of the total Mario has collected. In the northeast corner of the room, there is a tall pipe from which Mario exits the pit; it is one-way and inaccessible from the ground.

Western entrance room
This room is an alternate entrance to Rogueport Sewers accessed by using Paper Mode to enter a sewer grating on Rogueport's west side. From the sewer grating, Mario falls onto a high ledge. To the east, there are two floating platforms that behave similarly to Scale Lifts – when Mario steps on one, it falls and the other rises. Mario can cross these platforms to access an archway that leads to the ruins of the 1,000 year old town.

To the west of the ledge that Mario falls onto from the sewer grate, there is a gap that can be crossed using Yoshi's Flutter Jump. This leads to a larger ledge with a Shine Block and a pipe that leads to the background. In the background, there is a short platforming challenge that leads to a Star Piece. Besides the pipe and Shine Block, the western ledge also features a door along the north wall leading to the Twilight Town pipe room. To the left of this door is a small entrance blocked by a small stone block that Mario can destroy using the Ultra Hammer. Doing so leads to a room containing an icy blue pipe, which brings Mario to the road to Fahr Outpost.

If Mario instead falls down from the high ledges he arrives in this room on, he reaches the room's floor, which initially contains several Spanias. On the western end of the floor, a red X mark painted on the floor hints that Mario can use the Spring Jump to grab a pipe above him; shimmying to the west along it allows Mario to reach the lower floor of the room with the pipe to Fahr Outpost, containing a chest with a Flower Saver P badge. The east side of the main room's floor contains a Save Block and a pipe that leads back up to Rogueport's west side, as well as a pipe that leads down to the western corridor.

Twilight Town pipe room
This is a very small room with a unique orange cracked pipe leading to Twilight Town and a sign labeling it as such. This pipe rejects Mario until he has his name written on his clothing by Darkly after presenting the Gold Star in front of the Thousand-Year Door and trying the pipe at least once.

Western corridor
This room largely mirrors the eastern corridor, being a two-story winding corridor separated by a flight of stairs and a metal fence that Mario can pass through using Paper Mode, as well as a canal along the southern wall. The upper level contains a pipe leading up to the floor of the western entrance room and a Spania (initially, before the enemies are replaced after Chapter 5); the lower level contains two more Spanias as well as two ? Blocks containing a Slow Shroom and a Gradual Syrup, respectively. Past these blocks on the southeast end of the corridor is an entrance that leads to the western blue pipe room. Three alcoves are located on the north wall of the lower level; the further east two are blocked by metal bars and are empty, while the furthest west one is blocked by a discolored wall that can be removed by Flurrie's Gale Force. This uncovers a pipe that provides a one-way entrance to the Pit of 100 Trials entrance room. By walking west from this pipe, Mario crosses through a small passageway that leads to a Boat Panel. By using Boat Mode here, Mario can sail along the canal on the southern end of the room to the east, passing through the western and eastern blue pipe rooms and the eastern corridor, eventually reaching the Spunia room.

Western blue pipe room
This room largely mirrors the eastern blue pipe room, being a room with a canal along the southern wall, two super switches inaccessible from the ground, and a large stone block that can be destroyed with the Ultra Hammer that blocks passage through the room (which connects the western corridor and the eastern blue pipe room via entrances on the west and east walls, respectively) as well as a moving ledge that allows access to the room's high ledges in the northwestern and northeastern corners. Pressing the super switches by jumping down from these ledges activates pipes on the northwestern and northeastern ledges that lead to Poshley Heights and Keelhaul Key, respectively. The northwestern ledge also houses a chest containing an HP Plus badge.

Spunia room
This room can only be accessed by using Boat Mode to ride along the canals along the southern wall of several rooms starting from the western corridor. The room contains a Boat Panel that Mario can use to exit Boat Mode and beyond this is somewhat open, but contains five Spanias that tend to swarm Mario as soon as he exits Boat Mode (although they cannot actually move onto the Boat Panel). These Spanias remain as such even after most of the enemies in Rogueport Sewers are replaced after Chapter 5. Three Shine Blocks are located in plain view in this room; two can be broken with normal jumps while the third is higher in the air and requires a Spring Jump. In the northwestern corner, a series of ledges leads up to a stationary Spunia, the only one of its kind that can be battled outside the Pit of 100 Trials. Beyond it, there is a moving platform that can only be reached using Yoshi's Flutter Jump, and with another Flutter Jump from the platform Mario can access a Defend Plus badge in the northeastern corner.

In-game map description
"The ruins of an ancient town remain intact underground, and deep within them is the legendary Thousand-Year Door. Holding the Magical Map aloft before that door will lead to the Crystal Stars."

Other notes

 * Merlee's and Chet Rippo's houses in the background can be entered by special warp pipes.
 * As seen in one of the final cutscenes, the Thousand-Year Door in the Rogueport Sewers is directly below the gallows in Rogueport Square. Logically, the fountain in the ruins of the old town is located directly between the two as well.
 * The Rogueport Sewers is to Paper Mario: The Thousand-Year Door as Toad Town Tunnels is to Paper Mario.
 * The spike room is nearly identical to a room in Tubba Blubba's Castle in the first Paper Mario and is cleared in a very similar fashion (requiring Vivian instead of Bow).

Inhabitants

 * Merluvlee
 * Dazzle
 * Eddy the Mask
 * A Squeek
 * A Goomba
 * The Toad manager of the Deepdown Depot
 * Herb T.
 * Wonky
 * A Bandit and a pink Bob-omb in Herb T.'s cola bar.
 * Chet Rippo
 * Merlee

Roaming characters

 * A Black Chest Demon who gives Mario the Plane Mode ability.
 * Blooper (Tattle-able)
 * Punio (found during Chapter 2)
 * Pine T. Jr. (Pit of 100 Trials, during trouble)
 * Pine T. Sr. (Pit of 100 Trials, during trouble)
 * Charlieton (Pit of 100 Trials, every 10th floor except 100th)
 * Movers (Pit of 100 Trials, random)

Enemies

 * Goomba
 * Hammer Bro (appears after obtaining the Sapphire Star)
 * Koopatrol (appears after obtaining the Sapphire Star)
 * Koopa Troopa (appears after obtaining the Sapphire Star; they appear during battles with Koopatrols, Hammer Bros., or Magikoopas))
 * Magikoopa (appears after obtaining the Sapphire Star)
 * Paragoomba
 * Paratroopa (appears after obtaining the Sapphire Star; they appear during battles with Koopatrols, Hammer Bros., or Magikoopas))
 * Spania
 * Spinia
 * Spunia (appears after obtaining the Sapphire Star)
 * Spiky Goomba
 * Blooper (Prologue Boss)

Items
Additional items are on sale at the Deepdown Depot as well as dropped by enemies.

Area Tattles

 * We're down below Rogueport. The current town was built on top of this ancient one. Pretty surprising to find all this down here, right? It kinda blows my mind... The ruins here are all crumbly and gnarly now, but it was once a great town, really.
 * We're down below Rogueport. Folks say these are the ruins of a 1,000-year-old town. Even though these buildings are crumbling, some seem safer than those above us. The people living here mostly can't show their faces above for one reason or another. Some have actually started successful businesses here, though! What a hardy bunch!
 * We're down below Rogueport. I think this is just your basic, garden-variety corridor. This must've been a nice walk when the whole town was aboveground...
 * We're down below Rogueport. Y'know, this seems to be more than just a corridor... Nothing's ever what it seems down here, huh?
 * Who knew the area under Rogueport extended so far? This place is a total maze! You really feel the grandness of that ancient civilization when you're down here...
 * There's a black box in the middle of the room. Y'know, in case you missed it. And, um... Yeah, there's just not much else, really.
 * This is the site of the famed Thousand-Year Door. The air ripples with power... Behind that door sleeps the treasure that every rogue in Rogueport whispers about... I also read this was where the palace at the center of the ancient town was. Just a little fun fact, there...
 * Looks like some seawater's found its way in here, huh? Yeah, that's a health hazard. I bet some weird sea things live in there, too... so try not to fall in the water, OK? Oh! There's a pipe here that connects to Petal Meadows.
 * This is Merlee the charmer's house. With her charms, you get random bonuses in battle. It costs a few coins, but I hear it's totally worth it.
 * These spikes seem to rise and drop according to a set pattern... They must be here to keep out thieves, huh? Now THAT'S a security system! With good timing, if you ran while the spikes were down... you'd still be a shish kebab.
 * That's the entrance to the Pit of 100 Trials. No one knows how far down that pipe goes, but... it keeps me awake at night.
 * We're down below Rogueport. You could spend a lifetime studying secrets down here.
 * We're down below Rogueport. This corridor connects to the area above. Nice, huh? By the way, you know you can pass through iron bars in Paper Mode, right?
 * This is just another part of the underground corridor. I bet tons of people passed through here a thousand years ago. Coooooooool.
 * We're down below Rogueport. I never knew this room was connected like this... If you see a similar entrance in another area, you should totally check it out.
 * We're down below Rogueport. There's a pipe here that connects to Twilight Town!
 * This is the house of the level adjuster, Chet Rippo. Whenever you want to adjust your levels or your partners' ranks, just come here, OK? Seriously, though, how many customers do you think he gets, living down here?
 * Another room in here, huh? Wow. But what's the significance of it? An undiscovered chamber of purpose unknown... THIS is why I love archeology!
 * We're down below Rogueport. There's nobody here. Huh! I wonder where they went?