Paper Mario

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Paper Mario, known as Super Mario RPG 2: Mario Story in Japan, is a video game for the Nintendo 64 released in 2001. In this game, King Bowser steals the Star Rod from Star Haven and imprisons the seven Star Spirits. He plans to use it to get all his selfish wishes, while everyone else's wishes go ungranted, as well as using the Star Rod to destroy Mario and kidnap Princess Peach! He uses his Castle to uproot Peach's Castle into the stratosphere, only now, Peach's Castle is teetering on top of Bowser's. So now, it's up to Mario and his party members to set free the Star Spirits, defeat King Bowser, rescue Princess Peach, and take back the Star Rod!

The sequel is called Paper Mario: The Thousand-Year Door

Storyline

  • WARNING! POSSIBLE SPOILERS*

Prologue: A Plea From the Stars

The game begins at Mario's house. A Paratroopa delivers some mail and Luigi reads it. Princess Peach has invited Mario and Luigi to Princess Peach's Castle for a party. Mario and Luigi go to the castle, but King Bowser and Kammy Koopa use their own castle to steal Peach's! The two castles are taken up into the air. Mario fights King Bowser, but he uses the Star Rod (which he stole from Star Haven) to make himself invincible. Mario flies out of the window and lands in Goomba Village.

At Goomba Village, a family of Goombas rescue Mario. A star in his dream tells him to go to Shooting Star Summit. Goombario, one of the Goomba family, decides to go with Mario on his adventure. Mario and Goombario travel to Shooting Star Summit, and Eldstar tells him to rescue the 7 Star Spirits, who are trapped in various places throughout the Mushroom Kingdom.

Back at Princess Peach's Castle, Peach finds a Star Kid named Twink, who helps her. Together they find out the locations of the Star Spirits after each chapter and Twink will be sent by Peach to tell Mario and his team the information on where the Star Spirits are being held.

Chapter 1: Storming Koopa Bros. Fortress

Mario and Goombario eventually end up at Koopa Bros. Fortress, where the first spirit is trapped. On the way, they find Koopa Village, and meet a Koopa Troopa named Kooper, who joins them.

In Koopa Bros. Fortress, they find a Bob-omb named Bombette trapped in jail. She explodes and makes an escape route and together the three defeat the Koopa Bros. and get the first Star Spirit.

Back at Princess Peach's Castle, Peach and Twink find a switch behind a poster, which they can use to escape and they end up in Bowser's study and read Bowser's diary to discover the next Star Spirit is at Dry Dry Ruins

Chapter 2: The Mystery of Dry, Dry Ruins

Twink comes and tells Mario that the second Star Spirit is in Dry Dry Ruins. Mario goes through the Dry Dry Desert to Dry Dry Ruins, where they find Tutankoopa and his Chain Chomps. After defeating him, they get the second star spirit. On the way, they find a mail-delivering Paratroopa named Parakarry, who joins their party.

Back at the castle, Princess Peach and Twink discover that the Star Spirit that was being held at Invincible Tubba Blubba’s Castle managed to escape and they also learn that Invincible Tubba Blubba has a weak point.

Chapter 3: The "Invincible" Tubba Blubba

The third star spirit is in Boo's Mansion. Bootler appears in Forever Forest and tells Mario how to get through the forest. When Mario reaches Boo's Mansion, he finds that Bow, Princess of the Boos, has trapped the third Star Spirit. She won't let him go until Mario helps her defeat the evil Tubba Blubba of Gusty Gulch. Mario and Bow go to Gusty Gulch and defeat him. Bow gives back the star spirit and decides to join Mario on his quest.

Back at the castle, Peach and Twink learn the next Star Spirit is being held captive in Shy Guy's Toy Box.

Chapter 4: Trials in the Toy Box

The fourth star spirit is in Shy Guy's Toy Box. Shy Guys have invaded Toad Town, so Mario follows one of them to Shy Guy's Toy box. They defeat the Big Lantern Ghost and inside his lantern they find a Lil' Sparky named Watt. He thanks Mario for rescuing him and joins the party. They find General Guy, the leader of the Shy Guys, using Watt's light power. They defeat him for the star spirit Muskular.

Back at the castle, Peach and Twink whip up a cake for the always-hungry Shy Guy Gourmet Guy and after Peach and Twink present to Gourmet Guy the cake, he'll tell Peach and Twink the next Star Spirit is being held on Lavalava Island.

Chapter 5: Hot, Hot Times on Lavalava Island

The fifth star spirit is in Lavalava Island. They can't reach it, but then a whale comes and asks Mario to get rid of a Fuzzy, by the name of Fuzzipede, inside his stomach. Mario defeats Fuzzipede and the whale takes him to Lavalava Island. He goes to Yoshi Village and finds the volcano, but he can't reach it. When he returns to the village, everyone is panicking because 5 Yoshies have gone missing. Mario helps Sushie, a friendly Cheep Cheep, find them. After they find the Yoshies, Mario and Sushie go to the volcano and defeat the Lava Piranha for the fifth star spirit, Misstar.

Back at the castle, Peach and Twink participate in a quiz show and while they're playing, they learn that one of the questions they had answered was the location of one of the Star Spirits and they learn the Star Spirit is imprisoned in Flower Fields by the evil cloud monster Huff N. Puff. Peach will also get an item called a Sneaky Parasol.

Chapter 6: Dark Days in Flower Fields

The sixth star spirit is in Flower Fields. After Mario finds the 4 Magical Seeds, he opens the portal to Flower Fields. He meets a Lakitu named Lakilester, who joins him and together they destroy the Cloud Creation Machine, go to Cloudy Climb and defeat the evil cloud Huff N. Puff for the sixth star spirit, Klevar.

Back at the castle, Peach uses the Sneaky Parasol she won at the quiz show to turn herself into one of the guards, allowing her to move around the castle without getting caught! Peach will also learn that Kammy is building a weapon designed to defeat Mario.

Chapter 7: A Star Spirit on Ice

The seventh and final star spirit is in Crystal Palace. Mario does a lot of puzzles involving Duplighosts and mirrors and they reach the Crystal King. Mario defeats him for the final star spirit.

Chapter 8: A Star-Powered Showdown!

With the help of the 7 Star Spirits, Mario and the team go to Star Haven and use the power of the Star Spirits to travel to Bowser's Castle. After going through the castle, they finally find Princess Peach. After a long, hard battle, King Bowser is defeated, even with the power of the Star Rod and with the device Kammy Koopa told the guards about during the Chapter 6-7 intermission. Mario and his team return the Star Rod to its rightful owners and are later invited to Peach's second party.

  • END SPOILER WARNING*

Battle System

Paper Mario introduced a new battle system. Mario and one partner of your choice fight against the enemies. Mario has HP and BP, while all characters share FP. FP is used for special moves, HP is Mario's life force and BP affects the types of Badges Mario can wear.

Each attack has its own "Action Command", which increases the damage if performed correctly. For example, for "Jump", you must press A just as you hit the enemy, and for Hammer, you must hold left and release at the right time. You can also decrease enemy damage by 1 by pressing A just as they hit you.

When Mario levels up, you can choose to increase HP by 5, FP by 5 or BP by 3. The best idea is to upgrade BP with the occasional HP/FP boost until his BP is at maximum (30), then upgrade HP and FP.

When Mario and his team rescue a Star Spirit, they could summon them to use their powers against an enemy or two. Star Spirit Powers can be used if there is plenty of Star Energy. If Star Energy is used up Mario can use focus to regain Star Energy. Star Energy can also fill up as a battle progresses.

Mario's Partners

===Goombario=== Can use Tattle to see enemies' stats.

-Attacks

  • Headbonk (0 FP): Bonks single enemy, like Mario's jump.
  • Tattle (0 FP): Uncovers enemy's description and stats. Outside of battle, he can tell you about the people you meet and the places you visit.
  • Charge (1 FP): Boosts Headbonk attack by 2.
  • Multi-bonk (3 FP): Much like Mario's Power Bounce, bonks an enemy multiple times until he misses the action command.

===Kooper=== Can inflict a variety of status effects on enemies.

-Attacks

  • Shell Toss (0 FP): Attacks one enemy. Outside of battle, he can use this attack to flip switches, grab items and attack enemies.
  • Power Shell (3 FP): Attacks all enemies.
  • Dizzy Shell (4 FP): Makes enemies dizzy.
  • Fire Shell (5 HP): A fiery move that attacks all grounded enemies.

===Bombette=== Is good at inflicting damage.

-Attacks

  • Body Slam (0 FP): Charges at one grounded enemy.
  • Bomb (3 FP): Attacks one grounded enemy. Outside of battle, she can use this attack to flip switches, blow up fake/cracked walls and attack enemies.
  • Power Bomb (6 FP): Attacks all grounded enemies.
  • Mega Bomb (8 FP): Attacks all enemies.

===Parakarry=== Is good at doing huge damage for a lot of FP and also carries mail.

-Attacks

  • Sky Dive (0 FP): Kicks one enemy while airborne.
  • Shell Shot (3 FP): Charges at one enemy while airborne.
  • Air Lift (3 FP): Lifts enemies out of battlefield. Outside of battle, Mario can use this attack to hover over short distances due to his (Mario's) weight.
  • Air Raid (6 FP): Flies around like crazy, inflicting damage to all enemies.

===Lady Bow=== Is good at protecting Mario from damage.

-Attacks

  • Smack (0 FP): Smacks an enemy 5 times.
  • Outta Sight (2 FP): Makes Mario invulnerable to attacks. Outside of battle, she can use this attack to protect Mario from damage.
  • Spook (3 FP): Scares enemies away from battlefield.
  • Fan Smack (5 FP): Smacks an enemy 5 times with her fan.

===Watt=== Can penetrate enemies' defense and seek out hidden items.

-Attacks

  • Electro Dash (0 FP): Attacks one enemy, ignoring enemy's defense value.
  • Power Shock (2 FP): Paralyzes single enemy.
  • Turbo Charge (3 FP): Temporarily boosts Mario's attack power.
  • Mega Shock (5 FP): Paralyzes all enemies.

===Sushie=== Is good against fire enemies.

-Attacks

  • Belly Flop (0 FP): Hop on one enemy.
  • Squirt (3 FP): Shoots water at one enemy.
  • Water Block (3 FP): Boosts Mario's defense.
  • Tidal Wave (6 FP): Launches water attacks against all enemies

===Lakilester=== Is good at attacking all enemies and most people know him by his nickname "Spike".

-Attacks

  • Spiny Flip (0 FP): Throws a Spiny Egg at one enemy.
  • Spiny Surge (4 FP): Throws a lot of Spiny Eggs at all enemies.
  • Cloud Nine (4 FP): Boosts Mario's evasion rate.
  • Hurricane (5 FP): Blows enemies out of the battlefield.

Star Spirits and their Powers

Eldstar

As his name implies, he's the elder of Star Haven and he's respected by all others.

He is the Star Spirit the Koopa Bros. guard.

Mamar

Happy and kind hearted, she looks after the others.

She is the Star Spirit Tutankoopa guards.

Skolar

As his name implies, like most scholars, he's always studying.

He is the Star Spirit Tubba Blubba guards, but he escaped from Tubba Blubba’s Castle and was searching for a way out in the Forever Forest and was captured by Boos, who promised to set him free after Mario and Co. defeated Tubba Blubba.

Muskular

This young Star Spirit is always full of energy.

He is guarded by General Guy and his troops.

Misstar

This young Star Spirit is pure hearted but strong.

She is guarded by Lava Piranha and his Lava Buds.

Klevar

He's the Star Spirit Huff N. Puff guards.

Young and-- as his name implies-- he is very clever and is always reading books.

Kalmar

He is the Star Spirit the Crystal King guards.

Very warm hearted. As his name implies, he hates fights or arguments.

Star Beam/Peach Beam

  • Power Obtained: Chapter 8: A Star-Powered Showdown!
  • What it does: Negates the effects of the Star Rod. During the final battle with Bowser, Star Beam has no effect against the Star Rod due to the device Kammy Koopa made. After Peach and Twink defeat Kammy Koopa, this power is upgraded to Peach Beam.
  • Star Power needed: None

Bosses

Minor Bosses/Mini Bosses

Prologue

Jr. Troopa (First Time)
  • First Time: HP 6, Attack 1, Defense 0
Goomba Bros.
  • First Time:
    Red: HP 7, Attack 1, Defense 0
    Blue: HP 6, Attack 1, Defense 0
  • Second Time (while fighting the Goomba King): HP 2, Attack 1, Defense 0

Red's Tattle: This is Red Goomba. He's the older of the two notorious Goomba Bros. The Goomba King ordered him to try to stop you. You can take this guy, no prob. He has just a little more HP than an ordinary Goomba.
Blue's Tattle: This is Blue Goomba. He's the younger of the two notorious Goomba Bros. As you heard in his little speech, he's one of the Goomba King's men. He doesn't look that healthy. He's weaker than his brother.

Magikoopa

HP 8, Attack 3, Defense 0
Tattle This is a Magikoopa. Magikoopas use magical rods. Magic attacks are no joke, Mario. You'd better take these guys seriously.

Chapter 1

Bill Blasters and Bullet Bills

Blasters: HP 4, Attack 0, Defense 1
Bullet Bills: HP 2, Attack 2, Defense 0

  • Blasters' Tattle: This is a Bill Blaster. Bill Blasters are the cannons that shoot out Bullet Bills. They won't attack us directly, but they'll keep shooting out Bullet Bills as long as they can. It's efficient to attack 'em all at once, but you can also beat 'em one at a time.
  • Bullet Bill's Tattle: This is a Bullet Bill, a kamikaze attacker. If you don't beat Bullet Bills quickly, they'll slam into you and explode. I'm serious, Mario. These guys will really make us pay if they manage to hit us! We have to beat 'em before they get the chance to strike us.
Jr. Troopa (Second Time)

HP 15, Attack 1, Defense 1
Tattle What was his name? Jr. Troopa? I don't remember exactly... ...Just joking, kid! He looks so adorable hiding in his egg, doesn't he? So cute! It should be a snap to beat him now. ...I think.

Chapter 2

Blooper

HP 30, Attack 3, Defense 0
Tattle This is a Blooper. Bloopers lurk in the dank pools of Toad Town Tunnels. They seem pretty unremarkable. Although... You have to wonder how they float in the air like that...

Buzzar

HP 40, Attack 3, Defense 0
Tattle This is Buzzar. He guards Mt. Rugged. Wow! That's one big bird! If you get caught in the clutches of his sharp claws, you'll lose 4 HP! Try to wriggle out of his grip. His special attack is flapping his wings to create wind. This attack damages your party members, too. But he was hatching eggs, wasn't he? Is it possible that he's really a she? I wonder...

Stone Chomps

HP 4, Attack 3, Defense 1
Tattle This is a Stone Chomp, who guards the treasure in this room. He's made of stone. Duh! His jaws can supposedly crush a Coconut. I don't know about you, but I don't want to become a snack.

Chapter 3

Electro Blooper

HP 50, Attack 4, Defense 0
Tattle This is an Electro Blooper. Electro Bloopers are electro-charged. A bit of advice: When they're emitting electricity, it'd be a smart move to avoid contact with 'em. If you can manage to damage 'em while they're emitting electricity, they'll go back to normal. Their attack power when they're emitting electricity is 6. Let's try to be careful, what do you say?

Jr. Troopa (Third Time)

HP 40, Attack 5, Defense 1
TattleIt's Jr. Troopa. I can't get enough of this guy! Wah ha ha ha! Did the little guy get lost in the big bad forest? Apparently he's grown wings, so he can fly now. You'll have to jump to reach him. He's a bit stronger, so it may be worth it to use any items you have to attack him.

Chapter 4

Anti-Guy

HP 50, Attack 10, Defense 0
Tattle This is an Anti Guy. His attacks are so intense that he's also called Deadly Guy. His attack power is 12 when he does an acrobatic attack, so dodge it! This guy is for real, so we'd better take him seriously.

Big Lantern Ghost

HP 40, Attack 5, Defense 0
Tattle This is a Big Lantern Ghost. He avoids attacks by hiding in the dark. Your friends, like (ahem) me, will also be damaged when he does the flash attack. The flash attack's power is 2. Hit the Lantern many times to make it brighter, then you'll be able to attack him. As soon as you can see, hit him right in the head!

Chapter 5

Fuzzipede

HP 20, Attack 3, Defense 0

Jr. Troopa (Fourth Time)

HP 20, Attack 6, Defense 1
Tattle It's Jr. Troopa! He swam all the way after us! This kid...he's got guts! He still flies but now he has a spike on his head. It'll hurt if you jump on him. He seems tougher this time... Luckily for us, he also looks pretty tuckered out. Well, he should be tired. The little guy swam to Lavalava Island and back! It seems better to attack from a distance with an item or something rather than attacking him directly.

Super Blooper and the Baby Bloopers

Super Blooper: HP 70, Attack 5, Defense 0
Baby Blooper: HP 6, Attack 2, Defense 0

Super Blooper's Tattle This is a Super Blooper. Whoa! It's huge! Easily the biggest Blooper ever! Trust me, its size doesn't lie. It's pretty powerful. When it gets mad, it turns red and its power goes way up. And sometimes it spawns Blooper Babies. Buckle down, Mario! We're in for a fight!

Baby Blooper's Tattle This is a Blooper Baby. Super Blooper spits 'em out and they come to drain you. We need to beat 'em quickly so they can't drain us dry. They're so cute, though!

Chapter 6

Lakitu Twins and the Spiny Twins

Lakitu Twins: HP 12, Attack 3, Defense 0
Spiny Twins: HP 5, Attack 4, Defense 3

Lakitu's Tattle This is a Lakitu. Lakitus are strange Koopas that can ride clouds. They toss down Spiny Eggs, and these sometimes turn into crawling Spinies. We'd better deal with them quickly or else we'll be surrounded by Spinies. It seems like these Lakitus have been hassling you for your entire career, Mario.

Spiny's Tattle This is a Spiny. Spinies have spikes on their shells that are pretty sharp. They'll roll into Spiny Eggs and slam into you. It'll be much easier to fight them if you can flip them over. Their defense power falls to 0.

Spike?

HP 50, Attack 4, Defense 0
Tattle He said his name is Spike. He seems to be a Lakitu, but he's the weirdest one I've seen. Is it just me, or did he call himself Spike, Michael and Lakilester? What an odd guy... ...I have to wonder just what his real name is...

Chapter 7

Jr. Troopa (Fifth Time)

HP 50, Attack 8, Defense 1
Tattle It's Jr. Troopa! I'm stunned! Really! This guy just will not quit! He's obviously been training. It seems he can use magic now. Sigh... Let's get this over with.

Monstar

HP 20, Attack 1, Defense 0
Tattle This monster... Even I don't know what it is! I don't know why, but it looks really terrifying. ...I get the funny feeling I had a nightmare about it... I don't know its attack power, but it must be very powerful, judging by its looks.

Chapter 8

Jr. Troopa (Sixth Time)

HP 60, Attack 8, Defense 2
Tattle It's Jr. Troopa again! My man! The little guy still has some egg shell left on his body! Aww! Whoa! He's been working out! He looks as though he may be able to change his shape, too. You've got to love this guy's effort, Mario. To follow us all the way here? What dedication! Come to think of it, how do you think he got here, anyway?

Optional

Chan

HP 15, Attack 2, Defense 2
Tattle This is Chan, of the Dojo. He is training under The Master and is happy to fight us. Hammer attacks don't work well, but you can turn him over with Jump attacks. Once he's flipped over, he's easy. No mercy, Mario!

Lee

HP 20, Attack 5, Defense 0

  • Tattle
    • Regular This is Lee, of the Dojo. He's training under The Master and is happy to fight us. He has mastered the art of disguise, so don't let it faze you when he suddenly mirrors us. Remember, he can't stay disguised forever. Don't let his strange tactics throw you off guard, no matter how many times he transforms.
    • Disguised as Goombario It's Lee disguised as me. Do I really look like that? No way... He'll use Headbonk and Tattle. He has the same skills as me. Of course, I'm much better looking and more debonair. And I hope that I'm stronger!
    • Disguised as Kooper This is Lee disguised as Kooper. Lee has disguised himself as Kooper perfectly, so his attack power is the same as Kooper's usual power. Just like Kooper, he attacks with his shell. If you flip him over, you'll beat him with ease. Incidentally, Lee's red scarf and wristband look cooler than Kooper's. ...Don't tell Kooper I said that, though.
    • Disguised as Bombette This is Lee disguised as Bombette. Lee has disguised himself as Bombette perfectly, so his attack power is the same as Bombette's usual power. Sure, he looks cute as Bombette, but he packs a punch!
    • Disguised as Parakarry This is Lee disguised as Parakarry. Lee has disguised himself as Parakarry perfectly, so his attack power is the same as Parakarry's usual power. He's usually slow, but once he's in battle, he's a whirlwind of feet and feathers. He's a sight to behold in the heat of battle. To tell the truth, I think he's the most intimidating one on our team!
    • Disguised as Lady Bow This is Lee disguised as Bow. Lee has disguised himself as Bow perfectly, so his attack power is the same as Bow's usual power. That Smack attack is brutal! So cruel!
    • Disguised as Watt This is Lee disguised as Watt. His Max HP is 20, so you should be serious even though he looks as adorable as Watt. Lee has disguised himself as Watt perfectly, so his attack power is the same as Watt's usual power. Remember, don't stomp on him! You'll get a massive electric charge if you do.
    • Disguised as Sushie This is Lee disguised as Sushie. Sushie looks tough! Think she'd be mad if she heard that? Lee has disguised himself as Sushie perfectly, so his attack power is the same as Sushie's usual power. I'm not too thrilled to have to fight Sushie. She's strong!
    • Disguised as Lakilester This is Lee disguised as Lakilester. If I remember our battle with the real Lakilester correctly, this one seems to be weaker. Lee has disguised himself as Lakilester perfectly, so his attack power is the same as Lakilester's usual power. Dodging that Spiny Flip is tough, so pay attention.
The Master

This is The Master. He owns the Dojo-- and he's the strongest member.

  • First Time: HP 50, Attack 6, Defense 0
    Tattle If he's the best in the Dojo, he must be pretty tough!
  • Second Time: HP 75, Attack 8, Defense 0
    Tattle He knows both normal and advanced methods of attack. You'd better concentrate, Mario! This guy doesn't mess around at all!
  • Third Time: HP 99, Attack 10, Defense 1
    Tattle He may well know a few moves I've never heard of... We can't expect mercy from this guy, so let's take the fight to him.

Chapter Bosses

Goomba King

HP 10, Attack 1, Defense 0
Tattle This is the Goomba King. He's really big. I mean, look at him! He looks really powerful. He's the boss of Red Goomba and Blue Goomba. Who cares if he's strong? You're much stronger. Gee, I wonder what he ate to become so big? I'd like to be a bit bigger, too.

Koopa Bros. and Bowser???

Bowser???: HP 10, Attack 1, Defense 1
Koopa Bros.: HP 5 of each, Attack 1, Defense 1

  • Bowser???'s Tattle: Bowser...? But he looks kind of...lame. I mean, he's lame anyway, but... Does Bowser really look like this? I always imagined him looking, well, a lot scarier.
  • Koopa Bros.' Tattle:
    • Spinning Tower: The Koopa Bros. have formed a tall Koopa tower! I'm not sure about this... They do a spinning attack with the whole gang piled high atop one another. Hit 'em with a Hammer or something to make 'em unstable. After that, any attack should knock 'em down. If you use an explosion, you can make 'em fall down at once. If you flip 'em over, the battle will nearly be ours! Beat 'em one by one!
    • Red: He's the Koopa Bros. leader.
    • Black: Black is pretty fashionable...
    • Yellow: Yellow reminds me of curry. Isn't that a weird thing to think of in the middle of a battle?
    • Green: He looks exactly the same as a normal Koopa Troopa.
    • Any Koopa Brother: He has a little bit of defense power, but you can turn him over by jumping on him, just like a normal Koopa Troopa. Let's flip him over quick! Otherwise, the Bros. may form a tower and do their famous spinning attack!
Tutankoopa and Chompy

Tutankoopa: HP 30, Attack 2 (Stone Smack), 3 (Shell Toss), Defense 0
Chompy: HP 4, Attack 3, Defense 3

Tutankoopa's Tattle: He's one of Bowser's followers and he's been assigned to guard one of the Star Spirits. I've heard that he has sort of a pharaoh complex. He attacks by throwing shells from that high perch. Try to avoid when he uses magic: its attack power is 2 and it'll sting for sure. And he also summons Chomps, his loyal subjects. Those Chomps have some serious attack power. Think hard about who to attack first, Tutankoopa or Chomp.

Chomp's Tattle: You've heard about Chomps before, I'm sure. They're made of such hard stuff that most of your attacks won't even faze them. I heard a rumor that the Chomps are a little peeved at Tutankoopa because he works them so hard.

Tubba Blubba and his heart

HP 10, Attack 4 (Mega Punch), 6 (Body Slam), Defense 0 (Defense is unlimited without heart)
HP 50, Attack 6 (Body Slam), 12 (Particle Attack), Defense 0

Tubba Blubba's Tattle:

  • Without Hart: This is Tubba Blubba. He is one of Bowser's toughest followers and he's the master of this cursed castle. I don't know his defense power. Everyone says he's invincible because he has never been hurt. I'd say it's a good idea to run from immortal enemies! If you get in deep trouble, Bow can hide you from him.
  • With Hart: This is Tubba Blubba, now reunited with his heart. This is finally his true self. His Hip Attack causes 6 points worth of damage. Be careful, because I'm not exactly sure what his other attacks can do. ...But... I think he's definitely weaker than before...

Hart's Tattle: This is Tubba's Hart. You might say it's the "hart" of Tubba's secret. Ha! OK, that wasn't funny. He has a terrible attack, so hide when he tells you he's about to unleash it. This attack will take away 12 HP! Whoa! Try to beat him before he can do his huge attack again. Trust me, it's dangerous. This is Bow's turn to shine!

General Guy and the Shy Guy Army

Shy Squad: HP 15, Attack 1, Defense 0
Stilt Guy: HP 7, Attack 4, Defense 0
Shy Stack: HP 10, Attack 1, Defense 0
General Guy: HP 30, Attack 2 (Electric Blast: Mario's Partner) 5 (Electric Blast: Mario), 4 (Bomb Toss), Defense 2

Shy Squad's Tattle: It'll attack us with all its members at once. The number of times we're attacked equal the number of Shy Guys in the squad. Its attack power is huge when there are many Guys, but it drops for each one that falls. Let's use an attack that does tons of damage so we can decrease their numbers and increase our chances!

Stilt Guy's Tattle: Yes, as the name suggest, Stilt Guys are Shy Guys on Stilts. I mean, it seems pretty obvious to me... If you attack 'em by shaking the ground, they'll fall off their stilts and become normal Shy Guys.

Shy Stack's Tattle: Whoa, this pile has an incredible sense of balance! Look at that stack! It's attack power equals the number of Guys in the stack. It will be 4 if there are four Shy Guys stacked up. If you have the Spin Hammer ability, you can knock 'em off one by one. Obviously their attack power decreases when there are fewer of 'em in the stack.

General Guy's Tattle: This is General Guy in his tank. The tank seems to be dangerous even though it's a toy. Not only does the General give commands from the tank, but he also throws bombs and uses electric attacks. The power of his electric attack is 5, and your party member takes 2 damage points, so defend yourself carefully. He'll lose the electric attack if we break the light bulb. Normal fighting styles seem ineffective because the tank is well fortified.

Lava Piranha, the Lava Buds and the Petit Piranhas

Lava Piranha: HP 80 (has 40 HP per round), Attack 5 (Round 1: normal), 7 (Round 2: on fire), Defense 0
Lava Bud: HP 16 (has 8 HP per round), Attack 4 (Normal only), Defense 0
Petit Piranha: HP 1, Attack 6, Defense 0

Lava Piranha's Tattle: Lava Piranhas are plants that can somehow survive in lava.

  • Regular: They blow out huge balls of fire to attack. That is one big flower! Wow!
  • On Fire: Since their bodies are on fire, you'll take damage if you stomp on 'em. Don't worry of you're fire proof. They'll try to burn you with their fire breath. They're creatures born of fire, so water attacks will work extremely well against them.

Lava Buds's Tattle: Lava Buds are little flower branching out from the main stem of the Lava Piranha. They love it in the lava. Hey, if you were a fiery plant you'd love it in there, too.

  • Regular: They blow small seeds or other projectiles to attack, the small Lava Buds attack power is 4.
  • On Fire: They blow put Petit Piranhas. The Lava Bud's stems themselves won't attack you.

Petit Piranha's Tattle: Petit Piranhas spew from Lava Buds. These things can do some serious damage, so watch it!

Huff N. Puff and the Tuff Puffs

Huff N. Puff: HP 60, Attack 5 (Ground Pound), 7-2 (Hurricane), 12 or 10 (Thunder and Lightning Strikes), 5-15 (Super Ground Pound), Defense 0
Tuff Puff: HP 1, Attack 2, Defense 0

Huff N. Puff's Tattle: This is Huff N. Puff. He's a giant cloud monster. His thunder attack is very dangerous. If you don't defend, you'll take massive damage. When you attack Huff N. Puff, little clouds called Tuff Puffs come out. Their number is based on the amount of damage you do. If you leave the Tuff Puffs, Huff N. Puff will swallow them up and restore his HP. You need to use smart tactics to beat this guy, Mario.

Tuff Puff's Tattle: These are the Tuff Puffs that break off when you damage Huff N. Puff. Tuff Puffs will fly over and attack you directly. You have to shake them off using the action command or they'll keep on damaging you. Huff N. Puff will swallow the Tuff Puffs to restore his HP, so think carefully when attacking. You can beat the Tuff Puffs easily by attacking all enemies.

Crystal King and Crystal Bits

Crystal King: HP 70, Attack 4 per hit (Crystal Bit Toss), 6 (Ice Bolt), 8 (Mist), Defense 2
Crystal Bit: HP 1, Attack 4 (basically, when the king spits them at Mario), Defense 0
Fake Crystal King: HP 70, Attack 5 (Regular Attack) 8 (Mist), Defense 0

Crystal King's Tattle He's one of Bowser's main guys. I don't know how he managed to take over this palace, but... He'll attack you by summoning and launching Crystal Bits. The power of each attack is 4. The number of times he attacks equals the number of Crystal Bits he's deployed. He'll also try to freeze you whenever he can. When his HP is low, he may try to divide and conquer. The power of this attack is 8. You can hurt him only by attacking his real body. If you don't know which one's the main body, you should attack all of them. Pretty brilliant, eh?

Crystal Bit's Tattle This is a Crystal Bit. Basically, Crystal Bits are just pieces of the Crystal King. You can drop 'em with ease. Their Max HP is 1 and they're only dangerous when the Crystal King spews 'em out. Their defense power is 0. These guys are pretty weak. They'll keep coming, though, until you've finally beaten the Crystal King.

Fake Crystal King's Tattle I think this is a deceptive duplicate of the Crystal King. Since it's just an illusion, all of your attacks will just go through it. Just a reminder, Mario... You must damage the real one.

Bowser and Kammy Koopa

Bowser

  • Round 1: HP 50, Attack 3 (Ring Attack: Mario's Partner), 4 (Ring Attack: Mario), 6 (Claw Attack), 8 (Fire Breath), Defense 1
  • Rounds 2 and 3: HP 99, Attack 3 (Ring Attack: Mario's Partner), 6 (Ring Attack: Mario), 8 (Claw Attack), 10 (Fire Breath), Defense 2

Kammy Koopa: HP 10, Attack 3, Defense 0

Bowser's Tattle It's the evil King Bowser!

  • Round 1: Finally, after all this time! He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 8, Stamp Attack/Nail Attack: 6 I'm sure he has other attacks that I don't know. Boy, does he look nasty! He's strong enough as it is, but I'm sure he can use that Star Rod to increase his power until he's nearly invincible. Princess Peach needs us! Let's take him, Mario!
  • Round 2: Uh... I think he got bigger. That's not a good sign... He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8 I'm sure he has other attacks that I don't know. Kammy Koopa's mysterious device has somehow beefed up his power even more. That's hardly fair! You should use that Star Beam whenever he uses the Star Rod to increase his power. Oh, you already knew that!
  • Round 3: No more messing around! He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8 I'm sure he has other attacks that I don't know. When he increases his power with the Star Rod, our attacks will be totally useless. When that happens, you must use our ultimate weapon, the Peach Beam! It has the power of everyone's wishes! This is our time, Mario! Let's take this chump! We're coming, Princess!

Bestiary

See Paper Mario Bestiary

Badges

Name of Badge Badge Points Needed Found In Effect
All or Nothing 4 Bought at Rowf's Badge Shop after Chapter 4 (100 Coins) Mario's attack power will go up by 1 if he successfully uses the action command. If not, his attack power goes down to 0.
Attack FX A 0 Traded from Merlow for 1 Star Piece Changes the sound effects from Mario's hammer and jump attacks.
Attack FX B 0 Pleasant Path Changes the sound effects from Mario's hammer and jump attacks.
Attack FX C 0 Dry Dry Desert Changes the sound effects from Mario's hammer and jump attacks.
Attack FX D 0 From Pop Diva in Toad Town after giving the Lyricist the Melody Changes the sound effects from Mario's hammer and jump attacks.
Attack FX E 0 Shiver City Changes the sound effects from Mario's hammer and jump attacks.
Attack FX F 0 -Dummied Out- Changes the sound effects from Mario's hammer and jump attacks.
Bump Attack 5 Third purchase from Rip Cheato in Toad Town Tunnels Mario can defeat weak enemies (who no longer give Star Points) by walking into them.
Chill Out 2 Traded from Merlow for 3 Star Pieces Prevents enemies from making First Strikes.
Close Call 1 Goomba Road When Mario has low HP and is in "danger", the enemies will occasionally miss when attacking.
D-Down Jump 2 Tubba Blubba's Castle For 2 FP, you can use the "D-Down Jump" ability, which will cause damage and lower the enemy's defense.
D-Down Pound 2 Bought at Rowf's Badge Shop after Chapter 1 (75 Coins) For 2 FP, you can use the "D-Down Pound" ability, which will cause damage and lower the enemy's defense.
Damage Dodge 3 Mt. Rugged; Bought at Rowf's Badge Shop after Chapter 5 (150 Coins) The amount of damage Mario takes when he performs the action command while being attacked decreases by 1.
Deep Focus 1 Princess Peach's Castle; Shy Guy's Toybox; Bowser's Castle When using the "Focus" command, more Star Power is refilled than normal.
Defend Plus 6 Shy Guy's Toybox Reduces the damage Mario receives per attack by 1.
Dizzy Attack 2 Pleasant Path If you spin into an enemy before battle, that enemy will begin the battle dizzy and unable to move temporarily.
Dizzy Stomp 1 Mt. Lavalava For 2 FP, Mario can use the "Dizzy Stomp" attack, which attacks the enemy and can cause the enemy to get dizzy.
Dodge Master 2 Bought at Rowf's Badge Shop after Chapter 2 (100 Coins) With this badge, the action command will work a little more frequently.
Double Dip 1 Bought at Rowf's Badge Shop after Chapter 2 (100 Coins) For 3 FP, it lets you use 2 items in 1 round, if you want.
Feeling Fine 3 Traded from Merlow for 5 Star Pieces Protects Mario from the "Poisoning" and "Dizziness" status ailments.
Fire Shield 2 Mt. Lavalava Reduces the damage caused by fire attacks by 1. Also allows Mario to jump on fire enemies without taking any damage.
First Attack 1 Bought at Rowf's Badge Shop after Chapter 1 (100 Coins) If you get a "First Strike" on a weak enemy (who no longer gives you Star Points), you'll defeat it without entering a battle.
Flower Finder 3 Traded from Merlow for 12 Star Pieces You win more flowers than usual after winning battles.
Flower Saver 6 Flower Fields; Traded from Merlow for 25 Star Pieces All abilities cost 1 FP less than they normally would.
FP Plus 3 Pleasant Path; Forever Forest; Bought at Rowf's Badge Shop after Chapter 4 (150 Coins) Causes your maximum FP to go up by 5, as long as it's equipped.
Group Focus 2 Bought at Rowf's Badge Shop after Chapter 3 (100 Coins) Allows Mario's partners to also use the "Focus" command.
Hammer Throw 2 Goomba Road For 2 FP, Mario can use the "Hammer Throw" ability to throw his hammer at any enemy.
Happy Flower 3 Traded from Merlow for 8 Star Pieces; Flower Fields Mario slowly regains FP as he battles enemies.
Happy Heart 3 Traded from Merlow for 8 Star Pieces; Jade Jungle Mario slowly regains HP as he battles enemies.
Heart Finder 3 Traded from Merlow for 12 Star Pieces You win more hearts than usual after winning battles.
HP Drain 3 Traded from Merlow for 15 Star Pieces Reduces Mario's attack power by 1, but he regains 1 HP per attack.
HP Plus 3 Path behind Kooper's house; Forever Forest; Bought from Rowf's Badge Shop after Chapter 4 (150 Coins) Causes your maximum HP to go up by 5, as long as it's equipped.
I Spy 1 Given by Rowf after returning his Calculator A noise and a Star Piece icon will alert you when you're in an area with a hidden Star Piece.
Ice Power 2 Shy Guy's Toybox Mario's attack power against fire enemies goes up by 2, and he is able to safely jump on fiery enemies.
Jump Charge 1 Bought from Rowf's Badge Shop after Chapter 3 (50 Coins) For 1 FP, it lets you use "Jump Charge", which takes a turn, but raises your next jump attack's power by 2.
Last Stand 1 Princess Peach's Castle When Mario's HP gets low and he's in "danger", he will only receive half as much damage as normal.
Lucky Day 7 Received from Goompapa after the letter trading sequence Causes enemies' attacks against Mario miss more frequently.
Mega Jump 3 Shiver Mountain For 6 FP, it allows Mario to use "Mega Jump", an extremely powerful jump attack.
Mega Quake 3 Bought from Rowf's Badge Shop after Chapter 5 (200 Coins) For 7 FP, Mario can use "Mega Quake", an extremely powerful hammer attack that damages all enemies on the ceiling/floor.
Mega Rush 1 Tubba Blubba's Castle When Mario's HP drops really low and he's in "peril", his attack power goes up by 4.
Mega Smash 3 Flower Fields For 6 FP, it allows Mario to use "Mega Smash", an extremely powerful hammer attack.
Money Money 7 Traded from Merlow for 20 Star Pieces Mario wins twice the amount of coins from battle as he usually does.
Multibounce 1 Bought from Rowf's Badge Shop after Chapter 1 (75 Coins) For 2 FP, you'll be able to use "Multibounce", which lets you jump on all enemies in battle consecutively.
P-Down, D-Up 2 Crystal Palace Your attack power goes down by 1, but your defense power goes up by 1.
P-Up, D-Down 2 Crystal Palace Your attack power goes up by 1, but your defense power goes down by 1.
Pay-Off 2 Traded by Merlow for 1 Star Piece The more damage Mario receives, the more coins he will receive if he wins the battle.
Peekaboo 3 Traded by Merlow for 10 Star Pieces Allows you to see the enemies' HP without using Goombario's "Tattle" ability.
Power Bounce 2 Koopa Bros. Fortress For 3 FP, Mario can use "Power Bounce", which lets him bounce on an enemy continuously until you miss an action command.
Power Jump 1 Goomba Village For 2 FP, Mario can use "Power Jump", a more powerful jump attack.
Power Plus 6 Shy Guy's Toybox; Traded by Merlow for 25 Star Pieces Mario's attack power for both his hammer and his jump go up by 1.
Power Quake 2 Jade Jungle For 4 FP, Mario can use "Power Quake", a powerful hammer attack that damages all enemies on the ceiling/floor.
Power Rush 1 Princess Peach's Castle When Mario's HP is low, and he's in "danger", his attack power will go up by 2.
Power Smash 1 Toad Town Tunnels For 2 FP, Mario can use "Power Smash", a more powerful hammer attack.
Pretty Lucky 3 Traded from Merlow for 5 Star Pieces Enemies will occasionally miss Mario when it's equipped.
Quake Hammer 1 Mt. Rugged For 2 FP, it lets you use "Quake Hammer", an attack that damages all enemies on the ceiling/floor.
Quick Change 4 Toad Town (Merlon's place. Spin Jump twice to get badge) Allows Mario to switch partners in the midst of battle without using up a turn.
Refund 1 Koopa Bros. Fortress If you use an item in battle, you'll be given some coins.
Runaway Pay 2 Dry Dry Desert If you run from a battle, you'll still receive Star Points from the enemies you defeated.
S. Jump Chg. 2 Cloudy Climb For 4 FP, it allows you to use "S. Jump Chg.", which uses up a turn, but raises your next jump attack's power by 3.
S. Smash Chg. 2 Bought from Rowf's Badge Shop after Chapter 5 (100 Coins) For 4 FP, it allows you to use "S. Smash Chg.", which uses up a turn, but raises your next hammer attack's power by 3.
Shrink Stomp 1 Toad Town Tunnels For 2 FP, Mario can use "Shrink Stomp", which, in addition to causing damage, can shrink an enemy, lowering its attack power.
Sleep Stomp 1 Bought from Rowf's Badge Shop after Chapter 2 (75 Coins) For 2 FP, Mario can use "Sleep Stomp", which, in addition to causing damage, can put an enemy to sleep.
Slow Go 0 Dry Dry Ruins Prevents Mario from running.
Smash Charge 1 Koopa Bros. Fortress For 1 FP, Mario can use "Smash Charge", which uses up a turn, but raises his next hammer attack's power by 2.
Speedy Spin 1 Bought from Rowf's Badge Shop after Chapter 1 (50 Coins) When Mario uses his Spin Dash, he will go further (and faster) than normal.
Spike Shield 2 Dry Dry Ruins Allows Mario to safely jump on spiky enemies without getting hurt.
Spin Attack 3 Dry Dry Desert Allows Mario to defeat weak enemies (who no longer give Star Points) using his Spin Dash.
Spin Smash 1 Bought from Rowf's Badge Shop after Chapter 3 (75 Coins) For 2 FP, Mario can use "Spin Smash", which attacks an enemy and knocks it backward, damaging the enemy behind it as well.
Triple Dip 3 Crystal Palace For 6 FP, Mario can use 3 items in 1 round of battle if he wants to.
Zap Tap 4 Traded from Merlow for 10 Star Pieces Electrifies Mario, causing most enemies to take damage when they physically touch him. Makes Mario damage proof when jumping on electrified enemies.