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Part 13
Paper Mario: Color Splash

Part 13

Guide Mario through Part 13 of Paper Mario: Color Splash, including the Whammino Mountain and a mini-boss fight against the Big Buzzy Beetle.

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Guide Mario through Part 13 of Paper Mario: Color Splash, including the Whammino Mountain and a mini-boss fight against the Big Buzzy Beetle.

Alright, we're diving into Part 13 of our Paper Mario: Color Splash adventure! This section's going to have us escorting a Toad, solving a number puzzle, and taking on our first real mini-boss. Let's get going!

First things first, you'll need to talk to the Toad you find. He'll join you, but sadly, he can't just hop over fences due to his delicate feet. This means we have to take the long way through a pipe. Once you're through, you'll have to defeat some enemies again before heading out to the World Map. Your mission is to escort this Toad back to Decalburg. Once you meet him in the purple house on the right side of town, he'll give you a [Mushroom] for your troubles. Grab any stickers you need while you're there, and make sure you've turned your Fan "Thing" into a sticker – it's going to be super important soon!

Now, head back to World 1-4. This time, instead of taking the first pipe, take the second one. You'll encounter a Beetle; defeat it, and grab the [POW Block] from the ?-Block. Keep pushing forward, and don't worry about the missing pipe for now. You'll eventually reach the outside world. Grab the coins and the [Shiny Line Jump] sticker. Now, backtrack all the way to the windmill. Approach it and use your Paperize ability. You need to place the fan sticker in the designated spot to get the windmill spinning. Once it's spinning, you can finally enter the windmill!

Remember that Green Toad's riddle? "Foowoon toothee?" That's actually a code! Foo means 4, Woon means 1, Too means 2, and Thee means 3. So, set the blocks to read 4-1-2-3. This will reveal a hidden pipe. Head down this pipe into the underground area.

Be careful down here! If you fall, you'll have to backtrack all the way to the windmill. Your goal is to defeat the Buzzies and make your way across this area. Grab the [Green Warp Pipe] and then backtrack again. Head back to the first area and take the rightmost warp pipe. This will lead you to the spot where the pipe was missing earlier. Place the [Green Warp Pipe] you found into the slot, and warp down.

Mini-Boss: Big Buzzy Beetle

This is your first real mini-boss! The Big Buzzy Beetle has 40 HP, deals 3 Attack, and has no Defense. It can perform easily blockable attacks.

  • Strategy: Your best bet here is to use Ice Flowers if you have them, though they don't do a ton of damage. Alternatively, use your Battle Spinner. Your first attack should be something to flip him over, like a Jump or POW Block sticker. Once he's flipped, hit him with your strongest stickers, such as the Shiny Hammer or Hurl Hammer. Be warned: flipping him one turn and attacking the next won't work because his spiny shell will let him flip back over. You need to flip and attack in the same turn.

After defeating the Big Buzzy Beetle, take the red pipe upwards. You'll find a [Flashy Jump] sticker in a ?-Block and a [Slaphammer] sticker in the back. Defeat the Koopa that appears, and then check the left block of the rearmost set of two brick blocks – it holds a [Leaf] sticker. Once you've got everything, head down and reach the goal!

World Map & Shopping

Before we continue, it's a good idea to return to Decalburg to stock up. Jumps are always a safe bet, as you tend to use them a lot. If you'd rather skip ahead, you can choose World 1-6, but this walkthrough will continue with World 1-5. If you decide to tackle 1-5, make sure you grab a LOT of Iron Jump stickers – seriously, you'll need them.

StickersCost (Coins)
Jump3
Iron Jump5
Hopslipper5
Line Jump12
Hammer3
Eekhammer5
Hurlhammer20
Slaphammer3
Spike Helmet8
POW Block30
Shell20
Mushroom15

The Red Spiny Beetles you'll encounter in Whammino Mountain (World 1-5) are generally tougher than their predecessors.

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