Paper Mario/Printable version


Paper Mario

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Star Spirit Powers

EldstarEdit

  • Boss Defeated: Koopa Brothers
  • Chapter Obtained: Chapter 1: Storming Koopa Bros. Fortress
  • Power
    • Focus: Boosts Star Energy.
    • Refresh: Replenishes 5 HP and 5 FP. Star Power Needed: 1

MamarEdit

  • Boss Defeated: Tutankoopa and Chompy
  • Chapter Obtained: Chapter 2: The Mystery of Dry Dry Ruins
  • Power: Lullaby: Puts enemies to sleep.
  • Star Power Needed: 1

SkolarEdit

  • Boss Defeated: Tubba Blubba and his heart
  • Chapter Obtained: Chapter 3: The "Invincible" Tubba Blubba
  • Power: Star Storm: Decreases enemies' HP by 7.
  • Star Power Needed: 2

MuskularEdit

  • Boss Defeated: General Guy and his troops
  • Chapter Obtained: Chapter 4: Trials in the Toy Box
  • Power: Chill Out: Lowers enemies' attack power by 3.
  • Star Power Needed: 2

MisstarEdit

  • Boss Defeated: Lava Piranha and the Lava Buds
  • Chapter Obtained: Chapter 5: Hot, Hot Times on Lavalava Island
  • Power: Smooch: Replenishes 20 HP.
  • Star Power Needed: 3

KlevarEdit

  • Boss Defeated: Huff N. Puff and the Tuff Puffs
  • Chapter Obtained: Chapter 6: Dark Days in Flower Fields
  • Power: Time Out: Immobilizes all enemies
  • Star Power Needed: 2

KalmarEdit

  • Boss Defeated: Crystal King
  • Chapter Obtained: Chapter 7: A Star Spirit On Ice
  • Power: Up and Away: Turns enemies into stars, knocking them out.
  • Star Power Needed: 2

Ultimate Star Spirit PowerEdit

  • Chapter Obtained: Chapter 8: A Star-Powered Showdown!
  • Star Beam: Used to negate the effects of the Star Rod. After Peach and Twink defeat Kammy, it is upgraded to Peach Beam as Kammy uses the device to increase Bowser's power.



Party Members

GoombarioEdit

  • 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.

KooperEdit

  • 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 FP): A fiery move that attacks all grounded enemies.

BombetteEdit

  • 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 grounded and airborne enemies.

ParakarryEdit

  • 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 BowEdit

  • 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.

WattEdit

  • 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.

SushieEdit

  • 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

Spike/LakilesterEdit

  • 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.



Bosses

Boss statsEdit

Goomba King and Goomba Bros.Edit

Goomba King's stats: HP: 10, Attack: 1, Defense: 0
Goomba Bros. stats: HP: 2, Attack: 1, Defense: 0

Koopa Bros. and Bowser???Edit

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

Tutankoopa and ChompyEdit

Tutankoopa's stats: HP: 30, Attack: 3, Defense: 0
Chomp's Stats: HP: 4, Attack: 3, Defense: 3

Tubba Blubba and his heartEdit

Tubba Blubba's stats: HP: 10, Attack: 4, Defense: 0
Heart's Stats: HP: 50, Attack: 6, Defense: 0

Shy Guy ArmyEdit

Shy Squad's stats: HP: 15, Attack: 1, Defense: 0
Stilt Guy's stats: HP: 7, Attack: 4, Defense: 0
Shy Stack's stats: HP: 10, Attack: 1, Defense: 0
General Guy's stats: HP: 30, Attack: 4, Defense: 2

Lava Piranha and the Lava BudsEdit

Lava Piranha's stats: HP: 40, Attack: 5 (normal), 7 (on fire)
Lava Buds' stats: HP: 8, Attack: 4 (regular only), Defense: 0
Petit Piranhas' stats: HP: 1, Attack: 6, Defense: 0

Huff N. Puff and the Tuff PuffsEdit

Huff N. Puff's stats: HP: 60, Attack: 5, Defense: 0
Tuff Puffs' stats: HP: 1, Attack: 2, Defense: 0

Crystal King and the Crystal BitsEdit

Crystal King's stats: HP: 70, Attack: 6, Defense: 2
Crystal Bits' stats: HP: 1, Attack: 4 (basically, when the Crystal King swallows them and spits them at Mario), Defense: 0

King Bowser and Kammy KoopaEdit

Bowser's stats

  • Round 1: HP: 50, Attack: 6/8, Defense: 1
  • Round 2: HP: 99, Attack: 8/10, Defense: 2

Kammy's stats: HP: 10, Attack: 4, Defense: 0



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.



Bestiary

BestiaryEdit

Enemy names in Bold Print are bosses.

Name Stats Location
Amazy Dayzee HP: 20, Attack: 20, Defense: 1 Flower Fields
Anti-Guy AKA Deadly Guy HP: 50, Attack: 10, Defense: 0 Shy Guy's Toy Box
Bowser's Castle
Bandit HP: 5, Attack: 2, Defense: 0 Dry, Dry Desert
B. Bill Blaster HP: 10, Attack: 0, Defense: 4 Bowser's Castle
Big Lantern Ghost HP: 40, Attack: 5, Defense: 0 Shy Guy's Toy Box
Bill Blaster HP: 4, Attack: 0, Defense: 1 Koopa Bros. Fortress
Blooper Clan: *Regular Blooper: HP: 30, Attack: 3, Defense: 0
  • Electro Blooper: HP: 50, Attack: 4, Defense: 0
  • Super Blooper: HP: 70, Attack: 5, Defense: 0
  • Baby Blooper: HP: 6, Attack: 2, Defense: 0
Toad Town Tunnels
Bob-Omb HP: 3, Attack: 1, Defense: 0 Koopa Bros. Fortress
Bombshell Bill HP: 3, Attack: 6, Defense: 0 Bowser's Castle
Bony Beetle HP: 8, Attack: 3, Defense: 4 Bowser's Castle
Bowser *First Time: HP: 50, Attack: 6/8, Defense: 1
  • Second Time: HP: 99, Attack: 8/10, Defense: 2
Peach's Castle
Arena atop Peach's Castle
Bowser??? aka Mecha Bowser HP: 10, Attack: 1, Defense: 1 Koopa Bros. Fortress
Bullet Bill HP: 2, Attack: 2, Defense: 0 Koopa Bros. Fortress
Buzzar HP: 40, Attack: 3, Defense: 0 Mt. Rugged
Buzzy Beetle HP: 3, Attack: 2, Defense: 2 Dry, Dry Ruins
Toad Town Tunnels
Bzzap! HP: 3, Attack: 6, Defense: 0 Flower Fields
Chan HP: 15, Attack: 2, Defense: 2 Toad Town Dojo
Cleft HP: 2, Attack: 2, Defense: 2 Mt. Rugged
Clubba HP: 8, Attack: 3, Defense: 0 Tubba Blubba's Castle
Shy Guy's Toy Box
Crazee Dayzee HP: 8, Attack: 3, Defense: 0 Flower Fields
Crystal King and the Crystal Bits *King: HP: 70, Attack: 6, Defense: 2
  • Bits: HP: 1, Attack: 4 (when the king spits them at Mario), Defense: 0
  • Fake King: HP: 70, Attack: 5, Defense: 0
Crystal Palace
Dark Koopa HP: 8, Attack: 3, Defense: 2 Toad Town Tunnels
Dry Bones HP: 8, Attack: 4, Defense: 2 Bowser's Castle
Duplighost HP: 15, Attack: 4, Defense: 0 Shiver Mountain
Crystal Palace
Bowser's Castle
Ember HP: 10, Attack: 4, Defense: 0 Star Way
Forest Fuzzy HP: 6, Attack: 1, Defense: 0 Forever Forest
Frost Piranha HP: 6, Attack: 1, Defense: 0 Shiver Snowfield
Shiver Mountain
Fuzzipede HP: 6, Attack: 1, Defense: 0 Inside the Whale (Toad Town Harbor)
Fuzzy HP: 3, Attack: 1, Defense: 0 Koopa Village, behind Kooper's house
Shy Guy's Toy Box
Gloomba HP: 7, Attack: 2, Defense: 0 Toad Town Tunnels
Goomba HP: 2, Attack: 1, Defense: 0 Goomba Village
Goomba Road
Pleasant Path
Shy Guy's Toy Box
Goomba Bros. Red and Blue and the Goomba King *First Time (Red): HP: 7, Attack: 1, Defense: 0
  • First Time (Blue): HP: 6, Attack: 1, Defense: 0
  • Second Time (Both): HP: 2, Attack: 1, Defense: 0
  • King: HP: 10, Attack: 1, Defense: 0
Goomba Road
Goomba King's Fortress
Gray Magikoopa HP: 11, Attack: 3, Defense: 0 Crystal Palace
Green Magikoopa HP: 11, Attack: 3, Defense: 0 Flower Fields
Crystal Palace
Groove Guy HP: 5, Attack: 1, Defense: 1 Shy Guy's Toy Box
Gulpit HP: 12, Attack: 2, Defense: 0 Shiver Snowfield
Shiver Mountain
Hammer Bro HP: 12, Attack: 5, Defense: 1 Shy Guy's Toy Box
Bowser's Castle
Huff N. Puff and the Tuff Puffs *Huff N. Puff: HP: 60, Attack: 5, Defense: 0
  • Tuff Puff: HP: 1, Attack: 2, Defense: 0
Cloudy Climb
Hurt Plant HP: 8, Attack: 2, Defense: 0 Jade Jungle
Hyper Cleft HP: 4, Attack: 3, Defense: 3 Gusty Gulch
Hyper Goomba HP: 7, Attack: 1, Defense: 0 Gusty Gulch
Windy Mill
Hyper Paragoomba HP: 7, Attack: 1, Defense: 0 Gusty Gulch
Jr. Troopa *First Time: HP: 5, Attack: 1, Defense: 0
  • Second Time: HP: 15, Attack: 2, Defense: 1
  • Third Time: HP: 40, Attack: 5, Defense: 1
  • Fourth Time: HP: 20, Attack: 6, Defense: 1
  • Fifth Time: HP: 50, Attack: 8, Defense: 1
  • Sixth Time: HP: 60, Attack: 8, Defense: 2
Goomba Village
Pleasant Path
Forever Forest
Toad Town Harbor
Shiver Snowfield
Bowser's Castle
Jungle Fuzzy HP: 7, Attack: 2, Defense: 0 Yoshi's Village
Jade Jungle
Kammy Koopa HP: 10, Attack: 3, Defense: 3-0 Arena atop Peach's Castle
Kent C. Koopa HP: 70, Attack: 10, Defense: 6 Pleasant Path
Koopa Bros. (Ninjakoopas): HP: 5, Attack: 1, Defense: 1 Koopa Bros. Fortress
Koopa Troopa HP: 4, Attack: 1, Defense: 1 Pleasant Path
Koopa Bros. Fortress
Koopatrol HP: 8, Attack: 4, Defense: 3 Shy Guy's Toy Box
Bowser's Castle
Lakitu HP: 12, Attack: 3, Defense: 0 Flower Fields
Lava Bubble HP: 9, Attack: 4, Defense: 0 Mt. Lavalava
Lava Piranha and the Lava Buds *Lava Piranha: HP: 80 (has 40 HP per round), Attack: 5-7, Defense: 0
  • Lava Bud: HP: 16 (have 8 HP per round), Attack: 4, Defense: 0
  • Petit Piranha: HP: 1, Attack: 6, Defense: 0
Mt. Lavalava
Lee HP: 20, Attack: 5, Defense: 0 Toad Town Dojo
M. Bush HP: 20, Attack: 5, Defense: 0 Jade Jungle
Magikoopa *Mini-Boss: HP: 8, Attack: 3, Defense: 0
  • Regular Battle: HP: 11, Attack: 6, Defense: 0
Shooting Star Summit (Mini-Boss)
Bowser's Castle
The Master *First Time: HP: 50, Attack: 6, Defense: 0
  • Second Time: HP: 75, Attack: 8, Defense: 0
  • Third Time: HP: 99, Attack: 10, Defense: 1
Toad Town Dojo
Medi Guy HP: 7, Attack: 1, Defense: 0 Shy Guy's Toy Box
Monstar HP: 20, Attack: 1, Defense: 0 Shiver Snowfield
Monty Mole Mt. Rugged: HP: 3, Attack: 2, Defense: 0

Flower Fields: HP: 12, Attack: 3, Defense: 0

Mt. Rugged
Flower Fields
Paragloomba HP: 7, Attack: 2, Defense: 0 Toad Town Tunnels
Paragoomba HP: 2, Attack: 1, Defense: 0 Goomba Village
Goomba Road
Pleasant Path
Paratroopa HP: 4, Attack: 1, Defense: 1 Pleasant Path
Koopa Bros. Fortress
Piranha Plant HP: 5, Attack: 3, Defense: 0 Forever Forest
Pokey HP: 4, Attack: 2, Defense: 0 Dry, Dry Desert
Shy Guy's Toy Box
Pokey Mummy HP: 4, Attack: 2, Defense: 0 Dry, Dry Ruins
Putrid Piranha HP: 12, Attack: 3, Defense: 0 Jade Jungle
Mt. Lavalava
Pyro Guy HP: 7, Attack: 4, Defense: 0 Shy Guy's Toy Box
Red Magikoopa HP: 11, Attack: 3, Defense: 0 Mt. Lavalava
Crystal Palace
Ruff Puff HP: 10, Attack: 4, Defense: 0 Flower Fields
Shy Guy HP: 7, Attack: 2, Defense: 0 Shy Guy's Toy Box, Jade Jungle
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: 4, Defense: 2
Shy Guy's Toy Box
Sky Guy HP: 7, Attack: 2, Defense: 0 Shy Guy's Toy Box
Spear Guy HP: 7, Attack: 2, Defense: 0 Jade Jungle
Spike? (actually Lakilester) HP: 50, Attack: 4, Defense: 0 Flower Fields
Spiked Gloomba HP: 7, Attack: 3, Defense: 0 Toad Town Tunnels
Spiked Goomba HP: 2, Attack: 2, Defense: 0 Goomba Village
Goomba Road
Pleasant Path
Spiketop HP: 4, Attack: 3, Defense: 4 Mt. Lavalava
Toad Town Tunnels
Spiny HP: 2, Attack: 2, Defense: 0 Flower Fields
Toad Town Tunnels
Spy Guy HP: 2, Attack: 2, Defense: 0 Shy Guy's Toy Box
Stone Chomp HP: 4, Attack: 3, Defense: 1 Dry, Dry Ruins
Swooper HP: 4, Attack: 2, Defense: 0 Dry, Dry Ruins
Swoopula HP: 8, Attack: 2, Defense: 0 Crystal Palace
Tubba Blubba and his heart *Heart: HP: 50, Attack: 6, Defense: 0
Tubba Blubba: HP: 10, Attack: 4, Defense: 0
*Tubba Blubba: Tubba Blubba's Castle and Gusty Gulch
  • Heart: Windy Mill
Tutankoopa and Chompy *Tutankoopa: HP: 30, Attack: 3, Defense: 0
  • Chompy: HP: 4, Attack: 3, Defense: 3
Dry, Dry Ruins
White Clubba HP: 12, Attack: 5, Defense: 0 Shiver Mountain
Crystal Palace
White Magikoopa HP: 11, Attack: 3, Defense: 0 Jade Jungle
Mt. Lavalavabr>Crystal Palace
Yellow Magikoopa HP: 11, Attack: 3, Defense: 0 Flower Fields
Crystal Palace



Twink

Twink is a Star Kid (a star shaped child) which deliver messages to the Star Spirits, he is also a major character in Paper Mario.

Twink first appears at the end of the prologue where he attempts to help Princess Peach, unfortunately he is not strong enough to help her escape. Twink is still helpful, acting as a messenger between Mario and the princess, delivering information on the location of Star Spirits and other useful information. Eventually when Bowser planned on imprisoning the princess on his newly built battlefield Twink attempts to stop him, unfortunately Bowser simply swats Twink out a nearby window.

Twink reappears near the end of the game, here the player takes direct control of Twink to battle Kammy Koopa. At first capable of only minimal damage, Twink gradually grows stronger with help from Princess Peach, whose wishes empower him. Defeating Kammy, Twink manages to distract Bowser long enough for the Star Spirits to give Mario the "Peach Beam", an attack that can counter Bowser's battlefield and the Star Rods power.

When Bowser is defeated Twink, for his bravery, is given the honor of becoming a full fledged star.

Twink makes a small appearance in the victory parade at the end of the game, briefly seen on Mario and Peach's float.