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2.1.2)- 1-2: Afoot in the Foothills
Paper Mario

2.1.2)- 1-2: Afoot in the Foothills

Complete walkthrough for Paper Mario: Afoot in the Foothills. Find all items, defeat enemies, and progress through the level with our step-by-step guide.

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Complete walkthrough for Paper Mario: Afoot in the Foothills. Find all items, defeat enemies, and progress through the level with our step-by-step guide.

Walkthrough
  1. 1
    From the start, walk right. Item bricks contain coins and a mushroom. Jump up the mountain, avoiding 3-D flipping to prevent falling.
  2. 2
    At the top, stand on the red square to trigger an event.
  3. 3
    After landing, flip into 3-D to hit the blue ! block. Climb the new mountain and hitch another ride. Enter the door.
  4. 4
    Go up the stairs and over the gap. Flip into 3-D to reveal four item bricks (containing coins) that can be used as steps. Hop to the top.
  5. 5
    Before hitting the item bricks, flip into 3-D and hit the bricks behind them first.
  6. 6
    To cross the next gap, flip into 3-D and jump on top of the item bricks, then onto the brown bricks. Walk right, then jump on the second set of brown bricks to reach solid ground.
  7. 7
    Flip into 3-D to avoid Spiny Tromps and make your way up the hill and through the door.
  8. 8
    Walk right and enter the pipe. You will enter the background. Walk left and enter the house.
  9. 9
    Go up the stairs and flip into 3-D. Talk to the guard. After a few sentences, flip back into 2-D. Answer his question with "red!". Exit the house and go back through the pipe and across the bridge.
  10. 10
    Save and enter the town. A brick contains a mushroom. Past the mushroom brick are brown bricks with a lady nearby.
  11. 11
    Flip into 3-D and enter the pipe. Flip into 3-D again to make more coins appear. Exit the pipe.
  12. 12
    Jump onto the roof to the left. Jump to the right until you find a Boomboxer card. Return to the pipe's location.
  13. 13
    Enter the door just to the right of the pipe. Flip into 3-D and enter the pipe that appears.
  14. 14
    Flip into 3-D again to bypass the Thwomps. Enter the door.
  15. 15
    Use Tippi to reveal a door. Enter and open the chest to obtain the Pixl Thoreau.
  16. 16
    Jump over the chest and use Thoreau to grab a block. Jump back over and throw the block at the blue ! switch on the ceiling. This may take a few tries; jump into the air before throwing.
  17. 17
    Exit the area and make your way back to town.
  18. 18
    Once back on the surface, enter the house to the right. Talk to the old man (Watchitt).
  19. 19
    Walk right and enter the pipe. Enter the house then go up the stairs.
  20. 20
    Answer his question however you wish, then go across the bridge and hit the star block.

Enemies: Koopa Troopa, Paratroopa, Spiny Tromp, Thwomp.

Tips
  • Remember to flip into 3-D to interact with certain blocks and avoid enemies, but be mindful of falling off platforms when not in 3-D.
  • The Pixl Thoreau is crucial for solving puzzles later in the game.
  • Pay attention to the order of hitting bricks to avoid missing items or making progression harder.

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