User:Salmancer/Rescue Cappy from Klepto!

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Mission
Rescue Cappy From Klepto!
File:Rescue Cappy from Klepto!.png
Location Lost Kingdom
Mission # 1
Game Super Mario Odyssey
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Rescue Cappy from Klepto! is an objective in the of the Lost Kingdom in Super Mario Odyssey. In it, Klepto has stolen Cappy from Mario, and he must be defeated to recover Cappy. All abilities where Cappy is used, like the Cap Throw and warping, cannot be used without Cappy's presence.

This objective is nominally required: once Mario enters Klepto's area he is warped to the starting point and the cutscene where Cappy is taken plays. Assist Mode's arrows lead directly into this area. Without Cappy, the Odyssey's globe cannot be used, preventing the player from powering up the ship and going to the Metro Kingdom. Once started, Rescue Cappy from Klepto! must be completed: the objective's status is part of the save file so reloading the file only puts Mario at the Odyssey without Cappy. However, it is technically possible to avoid the area where the Klepto cutscene can start, then loop around to defeat Klepto without entering that area. Doing so allows the player to skip this objective entirely.[1]

In addition, on return visits to the Lost Kingdom, the same event will happen again with different starting and ending points. As before, Cappy is required to power up the Odyssey and use the map screen, so Mario cannot leave the Lost Kingdom. Assist Mode does not have arrows to guide the player during this version.

Until this objective is completed for the first time, Glydon, Hint Toad and Uncle amiibo are not present and the Crazy Cap in the Lost Kingdom is closed. In addition, during the second rendition of this objective, the Crazy Cap is closed and the player is barred from entering the Odyssey despite it being fully functional. The 8-bit pipe leading into an 8-bit area in the Lost Kingdom is blocked off by a red door that resets both when the kingdom is loaded while Klepto is on the island and after the cutscene that starts this objective. This prevents Mario from entering the 8-bit pipe while Rescue Cappy from Klepto! is the current objective, which serves the additional role of preventing him from entering an 8-bit area without Cappy.

Layout

The cutscene prompting this objective occurs just past the two posts leading to the main portion of the Lost Kingdom, with Mario warped there if he enters many areas of the Lost Kingdom anyway. Mario must head forward and walk onto a staircase, then Ground Pound it to push the other side up so that he can climb a cliff. Once up, Mario has to jump up a ledge. The same Ground Pound trick is done for a set of four pillars slightly to the left. Mario has to avoid a Trapeetle to reach the pillars. The pillars set to their second arrangement allow Mario to reach Swamp Hill. Lastly, Mario has to turn to the right and avoid two Tropical Wigglers and a river of poison to reach the staircase with Klepto. He flees to the other side of the staircase when approached. Klepto continues to do this if Mario tries to jump on him, so Klepto is instead defeated by using a Ground Pound on the raised side of the staircase to push the lower side into him. After defeating Klepto, Cappy lands east of the staircase. Walking to him initiates a cutscene and concludes the objective.

A screenshot from Super Mario Odyssey of Mario battling Klepto for Cappy in the Lost Kingdom. This is from the second time Cappy is stolen

When this occurs for the second time, it starts at the two posts on the space with the four pillars. Klepto stands on a different set of staircases on Swamp Hill, consisting of three platforms surrounded by the poison. Instead of turning to the right when approaching the Checkpoint Flag, Mario has to walk forward. He can either jump to the staircases or jump over the top of a small poison waterfall and walk around the edges. The latter is a path that leads to a jump to the staircases on level ground. Once on the staircases, Mario again must Ground Pound a high area of the staircase. to knock out Klepto on a low area. However, this situation includes a ? Block that Klepto can stand on without taking damage from the Ground Pound, requiring that Mario walk up to it in order to get Klepto to stand on the staircase proper. Cappy lands by the Checkpoint Flag.

Enemies

Locations visited

Gallery

References

  1. ^ Gamechamp3000 (Dec 10, 2017). VG Myths - Can You Beat Super Mario Odyssey Without Jumping? ("5:52"). Youtube. Retrieved Sept 1r, 2024.