Paper Mario: The Astral Prism

Paper Mario: The Astral Prism is the seventh entry in the Paper Mario series, available for Nintendo Switch. Its plot centers on Mario going on an adventure in the Crystal Kingdom to repair the Astral Prism. During the Astral Festival, Bowser accidentally shatters the prism and unleashes the monsters that were sealed within the prism, who kidnap Princess Peach and seek to prevent Mario from recovering the Prism Shards.
The gameplay hearkens back to the first two entries in the Paper Mario series, with a diverse cast of characters, an intricate battle system, and a vast world to explore. Classic Paper Mario partners also make a comeback, with each having their own abilities to aid Mario in the field and in battle.
== Plot ==
=== Prologue: The Astral Festival ===
The game opens on Mario, Luigi, Princess Peach, and Toadsworth on an airplane to the Crystal Kingdom, a neighbor of the Mushroom Kingdom inhabited by a mineral-based people called the Geodites. Princess Peach has been invited by the kingdom's rulers, King Ruby and Queen Sapphire, to see the famous Astral Festival and foster cultural exchange between the two kingdoms. The plane soon lands in Crystopolis, and the foursome are greeted by King Ruby and Queen Sapphire, who take them to stay at Crystopolis Castle. After arriving and unpacking, Mario takes a quick nap and wakes up just in time for the festival. Everyone is excited for the festivities, and the event of the night is set to be the annual unveiling of the Astral Prism, a magical artifact discovered by the kingdom's founder Queen Celestine. However, just as the ceremony is at its peak, Bowser and Kammy Koopa attack the festival, attempting to steal the Astral Prism. Mario jumps onstage and soundly thrashes Bowser (with Goomblake, a Goomba journalist reporting on the festival, providing live coverage of the fight), but Bowser manages to grab ahold of the prism. All of a sudden, the Astral Prism starts shaking and breaks into pieces, sending Bowser, Kammy, and the shards of the prism flying. Four mysterious, demonic-looking monsters appear from the shattered prism and swarm over the crowd, causing a panic, and their leader snatches up Princess Peach. The princess barely manages to throw Mario a Prism Shard she caught before being flown away, and Mario catches it just before blacking out.
When Mario wakes up, he finds himself back in Crystopolis Castle, where the king and queen are holding an emergency meeting. Also present at the meeting are Luigi, Toadsworth, and Goomblake, who shows the royals pictures of the monsters. After some discussion, King Ruby realizes that they may be able to find the Prism Shards by channeling the light of the Astral Beacon, where the prism is usually kept, through Mario's own shard. Mario agrees to go and recover the Prism Shards, with Goomblake coming along and serving as his guide to the Crystal Kingdom while Luigi, Toadsworth, King Ruby and Queen Sapphire stay in Crystopolis to smooth things over. They place Mario's Prism Shard in the Astral Beacon, and a light shoots out of it towards the nearby Joybloom Hills. With Goomblake at his side, Mario sets off to Joybloom Hills–the first step on his new adventure.
=== Chapter 1: A Pernicious Plant Problem ===
Mario and Goomblake travel through Joybloom Hills and reach a small farming town called Burrowburg. On the advice of the locals, they ask the town mayor, Mayor Koopwell, for aid finding the Prism Shard. He mentions that he thinks he saw the Prism Shard fall down somewhere nearby, but just as he's about to clarify where, a local Monty Mole calls for help from outside. Mario and Goomblake dispatch the Piranha Plants trying to steal the mole's crops, and he thanks the duo before explaining that the plants have been eating all the food in Burrowburg lately. Mayor Koopwell finishes his explanation, saying that the Prism Shard landed in the Overgrown Outpost a ways down the road, but that the fortress was recently taken over by Piranha Plants. When Goomblake suggests that they get rid of the Piranha Plants, Mayor Koopwell quickly tells them to get out for fear the plants will attack.
The mayor's daughter, Koopelle, apologizes for her father's cowardice and explains that the Overgrown Outpost is locked up, with the only key being guarded by an ancient riddle. After traveling further, Mario and Goomblake solve the riddle and retrieve the key from the Ancient Mausoleum. When they emerge again, they meet Koopelle, who requests to go with them to stop the Piranha Plants. After having a brief argument with her father, who doesn't want her to be hurt by the Piranha Plants, Koopelle joins Mario's team, and the trio travels the rest of the way to the Overgrown Outpost. They navigate the outpost's puzzles and battle the Piranha Plants before eventually meeting the plants' leader, the gluttonous Don Piranha, who grew to an enormous size after eating a Prism Shard. They manage to defeat Don Piranha, and Mario obtains the second Prism Shard.
Elsewhere, it is revealed that Peach was imprisoned in a mysterious location by the monsters. Their leader calls Peach to speak with her and reveals that she is known as the Empress, and that Peach will have to remain imprisoned for the foreseeable future. Suddenly, the Empress's three minions Ashtaroth, Asmodea, and Azazel burst into the room and tell the Empress that someone–who Peach recognizes as Mario–is searching for the Prism Shards. The Empress orders Ashtaroth to go and stop Mario from retrieving the next shard before sending Peach back to her room, where she communicates this information to Mario on her Mailbox SP. Meanwhile, Bowser wakes up in the Crystopolis Sewers and quickly locates Kammy Koopa. Though angry at first, they quickly realize that they can retrieve the Prism Shards themselves, and set out to do just that, leaving the sewers through a pipe.
=== Chapter 2: Busy Bees Among the Trees ===
Upon returning to the Astral Beacon, the next Prism Shard is revealed to be in the Goldleaf Woodlands, a forest of endless autumn inhabited by Honeybees. The easiest way to get there is by taking the Wiggler Express, but when Mario and friends arrive at the station, they find that the train has been sabotaged. At the request of the train's distraught engineer, Basalt, Mario retrieves a Golden Gear and gets the train fixed, for which Basalt thanks Mario by granting him free passage to and from the woodlands. When the gang arrives, the woods seem fairly peaceful at first, but they soon find that the local Honeybees have been dealing with an invasion by the Piders that live in the deeper parts of the forest. After saving some Honeybees from attacking Piders, Mario begins the climb up to the treetops, where the Honeybees' home, the Hive, is located. Just as he arrives, the Hive is attacked by a massive swarm of Piders. Mario helps the Honeybee royal guard fight off the Piders, and Beatrice, a member of the guard, thanks Mario. After hearing his story about the Astral Prism, she brings the trio straight to the Honey Queen.
The Honey Queen is shocked to hear about the Astral Prism's shattering, and suggests that the Piders may have gotten their hands on it, hence their sudden invasion of Honeybee territory. She sends Mario and his friends, now with Beatrice is tow, to retrieve the shard from the Piders' lair in the Webweave Caverns. With Beatrice's aid, Mario is able to journey deeper into the forest and reach the entrance to the Webweave Caverns. There, Ashtaroth appears and introduces himself, revealing that he was the one who sabotaged the Wiggler Express and advised the Piders' leader Queen Arachne to attack with the power of the Prism Shard. He battles Mario and, after losing, heads into the caverns with Mario in hot pursuit. Mario and co make their way through the caverns until reaching the center of the lair, awaited by Ashtaroth, Queen Arachne . . . and a massive horde of Piders. Just as it seems they'll be overwhelmed by the Piders, however, the Honeybee royal guard appears to fend them off. With the guard's aid, Mario and friends are able to defeat Queen Arachne. Ashtaroth, angered by the queen's failure, flees the scene, and Mario retrieves the third Prism Shard.
Back in Peach's room, she is extremely worried about Mario and decides to read a book to calm herself down, only to accidentally locate a secret passage behind the bookcase. She decides to use the passage to sneak out and gather information about her captors' plans. After evading some patrolling Observers, she finds a room beneath the Empress's throne room where she overhears Ashtaroth confessing his loss. Ashtaroth claims he hasn't had enough time to reach his full power, but the Empress dismisses his excuse, reminding him that buying time was the point of stalling Mario in the first place and sending Azazel in his place. Peach heads back to her room and sends Mario the intel she's gathered. Back in Joybloom Hills, Bowser and Kammy travel through the hills, which takes the form of a Super Mario Bros.-inspired segment. They eventually arrive in Burrowburg and try to cow the locals into revealing the location of the Prism Shard, but only succeed in frightening Mayor Koopwell, who tells them Mario already found it. Bowser, angered by this news, tells Kammy to search for the next shard.
=== Chapter 3: Sweet Times in Candy Canyon ===
=== Chapter 4: Ghost of a Trance ===
=== Chapter 5: An In-Genie-Ous Adventure ===
=== Chapter 6: Sun, Surf, and Snow ===
=== Chapter 7: Mario's Lucky Break ===
=== Chapter 8: Heads in the Clouds ===
=== Chapter 9: Revenge Best Served Hot ===
=== Chapter 10: Battle of the Beacon ===
== Gameplay ==
Paper Mario: The Astral Prism returns to the core gameplay of the first two games in the Paper Mario series. The player primarily controls Mario, traveling around various locations throughout the Crystal Kingdom. Along the way, he encounters NPCs who aid him, enemies to battle, and party members (known as “partners”) who will join his side.
Like in most Paper Mario games, Mario begins with two basic abilities, jumping and the hammer. Mario can jump to cross gaps, reach higher ground, and bash blocks in the air, while he can use his hammer to bash and break blocks on the ground. Throughout the game, Mario obtains special items that upgrade these two abilities; the Super Boots and Ultra Boots allow him to perform the Spin Jump and Tornado Jump, while the Super Hammer and Ultra Hammer allow him to break stone blocks and large blocks.
=== Battle System ===
Battles generally follow the formula established by the first two games. Mario and one of his partners battle up to five enemies at once, and can deal extra damage using Action Commands. Similarly, they can reduce the damage they take from enemy attacks by guarding, either by a single point with a standard guard or to zero with a superguard. Superguards can also damage enemies that attack physically or deflect projectiles, but are much more difficult to execute than standard guards. Either guard can also prevent status effects.
==== Audience ====
As in Paper Mario: The Thousand-Year Door, battles take place on a stage and are viewed by an audience. Mario and his partner can attract audience members by executing Action Commands and especially Stylish moves. The more spectators there are in the audience, the more Star Power Mario gains to spend on special moves, and he can improve those gains further with successful Action Commands and Stylish moves. Audience members and stage effects can also interfere with the course of battle, either helping or hindering Mario. Lastly, successfully pulling off multiple Action Commands in a row has a chance to activate a slot machine minigame, with matching yielding the following possible effects:
* Mushroom: Restores Mario and his partner’s HP to full and fills half the audience.
* Flower: Restores Mario’s FP to full and fills half the audience.
* Star: Restores Mario’s SP to full and fills half the audience.
* Power Moon: Restores Mario and his partner’s HP, FP and SP to full and fills the audience.
Different audience members are unlocked as the game goes on and Mario encounters a greater variety of characters. For example, Honeybees do not appear until chapter 2, while Penguins do not appear until chapter 6. The following characters can be seen in Mario's audience:
Character 	Description 	Thrown Objects
Bob-Ombs 	Randomly ignites their fuse, exploding two turns later and causing nearby audience members to run away.	None
Boos 	Randomly turns a character in the battle invisible for one turn. 	Repel Cape, Boo's Sheet, Spite Pouch, Rocks, Cans
Crazee Dayzees	Randomly sings, causing nearby audience members to fall asleep. 	None
Dull Bones 	Does not provide Star Power unless the Appeal command is used. 	Bone, Rocks, Cans
Geodites 	Provides twice as much Star Power as other audience members. 	Coins, Hearts, Flowers, Mushroom, Life Shroom, Honey Syrup, Maple Syrup, Jammin' Jelly, Ice Storm, Thunder Rage, Shooting Star
Goombas 	No unique behavior. 	Rocks, Cans
Hammer Bros. 	Throws a hammer at Mario if he fails a hammer attack. 	Hammers
Honeybees 	May swarm the audience if Mario uses a stylish move. Flees upon hearing certain loud noises. 	Coins, Hearts, Flowers, Honey Syrup, Maple Syrup, Jammin' Jelly, Tasty Tonic, Gradual Syrup
Koopa Troopas 	Randomly hides in its shell, not providing Star Power until it comes back out. 	Coins, Hearts, Flowers, Courage Shell, POW Block, Rocks, Cans
Luigi 	Cannot be ejected from the audience. 	Coins, Hearts, Flowers, Mushroom, Super Shroom, Ultra Shroom, Honey Syrup, Maple Syrup, Jammin' Jelly, Shooting Star
Monty Moles 	Randomly digs underground, not providing Star Power until it comes back out. 	Earth Quake, POW Block, Rocks
Penguins 	May swarm the audience if "cold" stage effects activate. Flees when "hot" stage effects activate. 	Coins, Hearts, Flowers, Ice Storm, Honey Syrup, Maple Syrup
Piranha Plants	Randomly eats an adjacent audience member. 	None
Shy Guys 	Randomly jumps onto the stage, triggering a random stage effect. 	Ice Storm, Earth Quake, Volt Shroom, Sleepy Sheep, Dizzy Dial, Ruin Powder, Power Punch, Stopwatch, Mini Mr. Mini, Mr. Softener, Point Swap, Fright Mask, Mystery, HP Drain, Rocks, Cans
Toads 	Provides three times as much Star Power as other audience members. 	Coins, Hearts, Flowers, Mushroom, Super Shroom, Ultra Shroom, Life Shroom, Honey Syrup, Fire Flower, Thunder Rage, Shooting Star
== Characters ==
=== Main Characters ===
Name 	Description
Mario 	The main protagonist of the game. After a vacation to the Crystal Kingdom goes horribly wrong, Mario travels around the Crystal Kingdom to find the Prism Shards and repair the Astral Prism, all while contending with the mysterious monsters that were once sealed within. He can use his signature jump and hammer techniques in battle and while exploring the world.
Princess Peach	The princess of the Mushroom Kingdom, invited to the Crystal Kingdom on a diplomatic visit. She is kidnapped by the Empress, the leader of the monsters sealed within the Astral Prism, and held captive in a mysterious location. She is playable during interludes between chapters, where she tries to uncover information about her captors and sends it to Mario using her Mailbox SP.
Bowser 	The infamous Koopa King and Mario's archnemesis. After accidentally shattering the Astral Prism in an attempt to steal it for himself, he makes his own journey across the Crystal Kingdom to obtain the Prism Shards. He is playable during interludes between chapters, which are more comedic than Peach's interludes and feature a variety of gameplay styles.
=== Partners ===
Name 	Description 	Abilities
Goomblake 	A Goomba reporter who's traveled all over the Crystal Kingdom. He's spent years searching for his big break, and believes he may find it by adventuring with the Mushroom Kingdom's famous hero. As such, he agrees to accompany Mario on his quest as a guide. In the field, he can tell Mario about the various people and places of the Crystal Kingdom. 	Headbonk–Jumps on an enemy twice. Doesn't work on spiked or flaming enemies.
Goomblake 	A Goomba reporter who's traveled all over the Crystal Kingdom. He's spent years searching for his big break, and believes he may find it by adventuring with the Mushroom Kingdom's famous hero. As such, he agrees to accompany Mario on his quest as a guide. In the field, he can tell Mario about the various people and places of the Crystal Kingdom. 	Tattle–Reveals an enemy's stats and abilities.
Goomblake 	A Goomba reporter who's traveled all over the Crystal Kingdom. He's spent years searching for his big break, and believes he may find it by adventuring with the Mushroom Kingdom's famous hero. As such, he agrees to accompany Mario on his quest as a guide. In the field, he can tell Mario about the various people and places of the Crystal Kingdom. 	Multibonk (3 FP)–Jumps on an enemy until the Action Command is missed. Doesn't work on spiked or flaming enemies. Super Rank.
Goomblake 	A Goomba reporter who's traveled all over the Crystal Kingdom. He's spent years searching for his big break, and believes he may find it by adventuring with the Mushroom Kingdom's famous hero. As such, he agrees to accompany Mario on his quest as a guide. In the field, he can tell Mario about the various people and places of the Crystal Kingdom. 	Say Cheese! (4 FP)–Flashes his camera at enemies, damaging them with a chance to inflict dizzy. Ultra Rank.
Koopelle 	A spirited young Koopa girl, and the daughter of the mayor of Burrowburg. Her adventurous demeanor leaves her unsatisfied with her quiet country life, and she dreams of becoming a pop singer in the big city. She's often exasperated with her father, but still loves him. In the field, she can throw herself across gaps in her shell, hitting distant switches and retrieving items. 	Shell Toss–Attacks a ground-bound or low-hovering enemy in her shell.
Koopelle 	A spirited young Koopa girl, and the daughter of the mayor of Burrowburg. Her adventurous demeanor leaves her unsatisfied with her quiet country life, and she dreams of becoming a pop singer in the big city. She's often exasperated with her father, but still loves him. In the field, she can throw herself across gaps in her shell, hitting distant switches and retrieving items. 	Power Shell (3 FP)–Attacks all ground-bound and low-hovering enemies in her shell.
Koopelle 	A spirited young Koopa girl, and the daughter of the mayor of Burrowburg. Her adventurous demeanor leaves her unsatisfied with her quiet country life, and she dreams of becoming a pop singer in the big city. She's often exasperated with her father, but still loves him. In the field, she can throw herself across gaps in her shell, hitting distant switches and retrieving items. 	Lullaby (4 FP)–Sings a lullaby, putting all enemies to sleep. Super Rank.
Koopelle 	A spirited young Koopa girl, and the daughter of the mayor of Burrowburg. Her adventurous demeanor leaves her unsatisfied with her quiet country life, and she dreams of becoming a pop singer in the big city. She's often exasperated with her father, but still loves him. In the field, she can throw herself across gaps in her shell, hitting distant switches and retrieving items. 	Sonic Shell (6 FP)–Attacks all ground-bound and low-hovering enemies in her shell, piercing defense. Ultra Rank.
Beatrice 	A caring Honeybee who works under the Honey Queen as a guard. Kindhearted and motherly, she's always trying to make sure others are happy. Her fellow guards view her as one of the best guards in the Hive, but sometimes worry about her tendency to forget her own needs. In the field, she can fly while carrying Mario, allowing for transport across gaps. 	Sting–Attacks an enemy with her stinger.
Beatrice 	A caring Honeybee who works under the Honey Queen as a guard. Kindhearted and motherly, she's always trying to make sure others are happy. Her fellow guards view her as one of the best guards in the Hive, but sometimes worry about her tendency to forget her own needs. In the field, she can fly while carrying Mario, allowing for transport across gaps. 	Air Drop (3 FP)–Grabs an enemy and drops it onto another enemy, damaging both.
Beatrice 	A caring Honeybee who works under the Honey Queen as a guard. Kindhearted and motherly, she's always trying to make sure others are happy. Her fellow guards view her as one of the best guards in the Hive, but sometimes worry about her tendency to forget her own needs. In the field, she can fly while carrying Mario, allowing for transport across gaps. 	Hive Barrier (4 FP)–Constructs a shield out of honeycombs that takes damage for Mario. Super Rank.
Beatrice 	A caring Honeybee who works under the Honey Queen as a guard. Kindhearted and motherly, she's always trying to make sure others are happy. Her fellow guards view her as one of the best guards in the Hive, but sometimes worry about her tendency to forget her own needs. In the field, she can fly while carrying Mario, allowing for transport across gaps. 	Sweet Honey (8 FP)–Heals Mario with some tasty honey. Ultra Rank.
Carmelo 	A hotheaded and brash Choco Draglet with a rebellious streak. Viewed by the residents of Candy Canyon as a mere troublemaker, he plays up his delinquency to scare people off due to feeling they'll never accept him. While rough around the edges, he's a much nicer guy than he appears. In the field, he can breathe fire, burning away flammable objects and lighting torches. 	Fire Breath–Breathes fire at an enemy, leaving it burned.
Carmelo 	A hotheaded and brash Choco Draglet with a rebellious streak. Viewed by the residents of Candy Canyon as a mere troublemaker, he plays up his delinquency to scare people off due to feeling they'll never accept him. While rough around the edges, he's a much nicer guy than he appears. In the field, he can breathe fire, burning away flammable objects and lighting torches. 	Roar (4 FP)–Scares away weak enemies with a mighty roar.
Carmelo 	A hotheaded and brash Choco Draglet with a rebellious streak. Viewed by the residents of Candy Canyon as a mere troublemaker, he plays up his delinquency to scare people off due to feeling they'll never accept him. While rough around the edges, he's a much nicer guy than he appears. In the field, he can breathe fire, burning away flammable objects and lighting torches. 	Wildfire (4 FP)–Attacks all enemies with a barrage of fireballs, leaving them burned. Super Rank.
Carmelo 	A hotheaded and brash Choco Draglet with a rebellious streak. Viewed by the residents of Candy Canyon as a mere troublemaker, he plays up his delinquency to scare people off due to feeling they'll never accept him. While rough around the edges, he's a much nicer guy than he appears. In the field, he can breathe fire, burning away flammable objects and lighting torches. 	Taunt (6 FP)–Taunts all enemies, lowering their defenses. Ultra Rank.
Nagi 	A quiet, reclusive Ninji with a former life as a professional assassin. Initially hired to take out a hit on Mario, she joins the team to atone for her misdeeds after Mario saves her life. Even after abandoning her old life, she's rather intense and serious, though she does have a soft side to her. In the field, she can make Mario and herself intangible as long as they don't move. 	Kunai Throw–Attacks an enemy with a throwing knife.
Nagi 	A quiet, reclusive Ninji with a former life as a professional assassin. Initially hired to take out a hit on Mario, she joins the team to atone for her misdeeds after Mario saves her life. Even after abandoning her old life, she's rather intense and serious, though she does have a soft side to her. In the field, she can make Mario and herself intangible as long as they don't move. 	Smoke Bomb (1 FP)–Makes Mario and herself intangible for a turn at the cost of her next turn.
Nagi 	A quiet, reclusive Ninji with a former life as a professional assassin. Initially hired to take out a hit on Mario, she joins the team to atone for her misdeeds after Mario saves her life. Even after abandoning her old life, she's rather intense and serious, though she does have a soft side to her. In the field, she can make Mario and herself intangible as long as they don't move. 	Draining Kiss (3 FP)–Drains an enemy's HP to restore her own with a deadly kiss that pierces defense. Super Rank.
Nagi 	A quiet, reclusive Ninji with a former life as a professional assassin. Initially hired to take out a hit on Mario, she joins the team to atone for her misdeeds after Mario saves her life. Even after abandoning her old life, she's rather intense and serious, though she does have a soft side to her. In the field, she can make Mario and herself intangible as long as they don't move. 	Blossom Storm (4 FP)–Damages all enemies with a shower of cherry blossoms, and has a chance to confuse them. Ultra Rank.
Flidgit 	A fast-talking, somewhat shady Pidgit merchant who loves treasure. She's something of a money-grubber and is always looking to make a quick buck. Despite her suspicious business practices, though, she cares deeply for her friends and always puts them before her own profits. In the field, she can give Mario a ride on her flying carpet, carrying him over hazardous ground. 	Beak Jab–Attacks an enemy multiple times with her beak.
Flidgit 	A fast-talking, somewhat shady Pidgit merchant who loves treasure. She's something of a money-grubber and is always looking to make a quick buck. Despite her suspicious business practices, though, she cares deeply for her friends and always puts them before her own profits. In the field, she can give Mario a ride on her flying carpet, carrying him over hazardous ground. 	Pickpocket (2 FP)–Attempts to steal an enemy's item or badge.
Flidgit 	A fast-talking, somewhat shady Pidgit merchant who loves treasure. She's something of a money-grubber and is always looking to make a quick buck. Despite her suspicious business practices, though, she cares deeply for her friends and always puts them before her own profits. In the field, she can give Mario a ride on her flying carpet, carrying him over hazardous ground. 	Poison Darts (3 FP)–Throws poisoned darts at all enemies, attempting to poison them. Super Rank.
Flidgit 	A fast-talking, somewhat shady Pidgit merchant who loves treasure. She's something of a money-grubber and is always looking to make a quick buck. Despite her suspicious business practices, though, she cares deeply for her friends and always puts them before her own profits. In the field, she can give Mario a ride on her flying carpet, carrying him over hazardous ground. 	Joyride (6 FP)–Rides her flying carpet through all enemies, attacking them multiple times. Ultra Rank.
Perry 	A fun-loving Penguin who enjoys swimming and winter sports. He's a boisterous, larger-than-life type, and while not the sharpest knife in the drawer, he's got a good heart. His devil-may-care attitude masks a fervent, fiery passion, especially in defense of his buddies. In the field, he can swim while carrying Mario on his back, allowing for transport across water. 	Belly Slide–Attacks a ground-bound or low-hovering enemy by sliding on his belly.
Perry 	A fun-loving Penguin who enjoys swimming and winter sports. He's a boisterous, larger-than-life type, and while not the sharpest knife in the drawer, he's got a good heart. His devil-may-care attitude masks a fervent, fiery passion, especially in defense of his buddies. In the field, he can swim while carrying Mario on his back, allowing for transport across water. 	Snowball (3 FP)–Attacks an enemy by throwing a snowball, with a chance to freeze.
Perry 	A fun-loving Penguin who enjoys swimming and winter sports. He's a boisterous, larger-than-life type, and while not the sharpest knife in the drawer, he's got a good heart. His devil-may-care attitude masks a fervent, fiery passion, especially in defense of his buddies. In the field, he can swim while carrying Mario on his back, allowing for transport across water. 	Pep Talk (2 FP)–Grants Mario Fortified status, making him immune to status ailments. Super Rank.
Perry 	A fun-loving Penguin who enjoys swimming and winter sports. He's a boisterous, larger-than-life type, and while not the sharpest knife in the drawer, he's got a good heart. His devil-may-care attitude masks a fervent, fiery passion, especially in defense of his buddies. In the field, he can swim while carrying Mario on his back, allowing for transport across water. 	Avalanche (7 FP)–Attacks all enemies by causing an avalanche, with a chance to freeze. Ultra Rank.
Boomington	A wealthy, eccentric Bob-Omb philanthropist who owns a casino. Due to his luxurious yet sheltered lifestyle, he has some very strange ideas about what the lives of "common folk" are like. However, he is genuinely well-intentioned and gives much of his wealth to charity. In the field, he can walk forward a short distance before exploding, breaking cracked walls. 	Bomb–Attacks an enemy with an explosion.
Boomington	A wealthy, eccentric Bob-Omb philanthropist who owns a casino. Due to his luxurious yet sheltered lifestyle, he has some very strange ideas about what the lives of "common folk" are like. However, he is genuinely well-intentioned and gives much of his wealth to charity. In the field, he can walk forward a short distance before exploding, breaking cracked walls. 	Payback (3 FP)–Counters the next enemy to physically attack him with an explosion.
Boomington	A wealthy, eccentric Bob-Omb philanthropist who owns a casino. Due to his luxurious yet sheltered lifestyle, he has some very strange ideas about what the lives of "common folk" are like. However, he is genuinely well-intentioned and gives much of his wealth to charity. In the field, he can walk forward a short distance before exploding, breaking cracked walls. 	Lucky Slots (4 FP)–Randomly inflicts burn, freeze, or confusion on all enemies, as determined by a slot machine. Super Rank.
Boomington	A wealthy, eccentric Bob-Omb philanthropist who owns a casino. Due to his luxurious yet sheltered lifestyle, he has some very strange ideas about what the lives of "common folk" are like. However, he is genuinely well-intentioned and gives much of his wealth to charity. In the field, he can walk forward a short distance before exploding, breaking cracked walls. 	Bob-Ombardment (8 FP)–Attacks all enemies with explosions. Ultra Rank.
Azura 	A wisened sage of the Sky Clan who cares for the two storm spirits. She is intensely dedicated towards her duty and has a mysterious aura about her. As such, she worries that she seems unapproachable and feels that she has few genuine friends who can look past her high status. In the field, she can fire a bolt of electricity from her staff, activating certain machines. 	Zap–Attacks an enemy with electricity, piercing defense.
Azura 	A wisened sage of the Sky Clan who cares for the two storm spirits. She is intensely dedicated towards her duty and has a mysterious aura about her. As such, she worries that she seems unapproachable and feels that she has few genuine friends who can look past her high status. In the field, she can fire a bolt of electricity from her staff, activating certain machines. 	Twister (3 FP)–Fires a twister through all enemies and makes them dizzy.
Azura 	A wisened sage of the Sky Clan who cares for the two storm spirits. She is intensely dedicated towards her duty and has a mysterious aura about her. As such, she worries that she seems unapproachable and feels that she has few genuine friends who can look past her high status. In the field, she can fire a bolt of electricity from her staff, activating certain machines. 	Chain Lightning (4 FP)–Attacks all enemies with electricity, piercing defense. Super Rank.
Azura 	A wisened sage of the Sky Clan who cares for the two storm spirits. She is intensely dedicated towards her duty and has a mysterious aura about her. As such, she worries that she seems unapproachable and feels that she has few genuine friends who can look past her high status. In the field, she can fire a bolt of electricity from her staff, activating certain machines. 	Cloud Veil (4 FP)–Grants Mario dodgy status. Ultra Rank.
Lanton 	A Lantern Ghost paranormal investigator from Foggytown. He is dedicated to solving mysteries, but is often inhibited by his nervousness and fear of the dark. Mario helps him with a case in chapter 4, and he can (optionally) be recruited after chapter 5 by completing the "Mysterious Magic Lantern" trouble. In the field, he can light his magic lantern, which grows brighter near hidden treasures.	Lantern Swing–Attacks a ground-bound or low-hovering enemy with his lantern.
Lanton 	A Lantern Ghost paranormal investigator from Foggytown. He is dedicated to solving mysteries, but is often inhibited by his nervousness and fear of the dark. Mario helps him with a case in chapter 4, and he can (optionally) be recruited after chapter 5 by completing the "Mysterious Magic Lantern" trouble. In the field, he can light his magic lantern, which grows brighter near hidden treasures.	Illuminate (2 FP)–Shines his lantern on all enemies, removing their positive status effects.
Lanton 	A Lantern Ghost paranormal investigator from Foggytown. He is dedicated to solving mysteries, but is often inhibited by his nervousness and fear of the dark. Mario helps him with a case in chapter 4, and he can (optionally) be recruited after chapter 5 by completing the "Mysterious Magic Lantern" trouble. In the field, he can light his magic lantern, which grows brighter near hidden treasures.	Mystic Hex (3 FP)–Damages all enemies with a chance to shrink them. Super Rank.
Lanton 	A Lantern Ghost paranormal investigator from Foggytown. He is dedicated to solving mysteries, but is often inhibited by his nervousness and fear of the dark. Mario helps him with a case in chapter 4, and he can (optionally) be recruited after chapter 5 by completing the "Mysterious Magic Lantern" trouble. In the field, he can light his magic lantern, which grows brighter near hidden treasures.	Revelation (4 FP)–Grants Mario an extra turn. Ultra Rank.
=== Supporting Characters ===
Name 	Description
Luigi 	Mario's younger brother, the man in green himself. Luigi came to the Crystal Kingdom with Princess Peach and the others, hoping for a nice vacation . . . until the Astral Prism was shattered, anyway. While Mario journeys to recover the Prism Shards, Luigi stays in Crystopolis to gather information for his big bro, often giving him advice between chapters on how to reach his next destination.
Toadsworth 	Princess Peach's uptight, yet loyal retainer. Toadsworth was already worried for the princess's safety during their initial trip to the Crystal Kingdom, and after his fears are proven true, he grows even more anxious. He spends most of the game in Crystopolis Castle, urging Mario to continue his journey and save Princess Peach from the mysterious demons keeping her captive.
King Ruby 	The king of the Crystal Kingdom. King Ruby generally maintains a casual, down-to-earth attitude, particularly when speaking with old friends such as Princess Peach. When the time comes, however, he knows how to be serious and ensure the safety of his kingdom. His wife thinks his attitude unbecoming of a king, but despite their clashing personalities, they love each other deeply.
Queen Sapphire	The queen of the Crystal Kingdom. Queen Sapphire has an all-around regal appearance and demeanor, staying calm and collected even under the direst of circumstances, and frequently has to calm her husband down when he gets too wound up. She's also well-educated in the history of the Crystal Kingdom, providing useful information as the scope of Mario's quest becomes apparent.
=== Antagonists ===
Name 	Description
Empress Lilunia	An ancient demon sealed within the Astral Prism. After being released by Bowser, she and her minions kidnap Princess Peach and hide away beneath the Astral Beacon, with her frequently sending out her minions to stall Mario and buy time for her to regain her powers. Little is known about her at first, but as the story continues, Peach is able to learn her origins and her plans for the Crystal Kingdom . . .
Ashtaroth 	One of Empress Lilunia's demonic underlings. Ashtaroth is the muscle of the trio, being the best physical combatant with his powerful horns and claws. He's not the sharpest knife in the drawer, and his brutish, impulsive demeanor leads to him making critical mistakes. As long as there's a fight to be had, Ashtaroth is up for it, regardless of whether it's actually effective at hindering Mario's quest.
Azazel 	One of Empress Lilunia's demonic underlings. Azazel is an expert inventor, capable of brewing up dangerous concoctions and building high-tech gadgetry. However, he is also off-the-wall insane, constantly cackling to himself and generally embodying the archetype of a mad scientist. His deranged mannerisms prove as much a danger to himself as they are to Mario and his companions.
Asmodea 	One of Empress Lilunia's demonic underlings. Asmodea is arguably the most competent of the three, being a highly skilled and intelligent spellcaster. Unfortunately for her, she's also incredibly lazy and egocentric, viewing "grunt work" as beneath her and frequently foisting her duties onto others. When she starts taking her job seriously, she's a genuine threat–but it's a long way to get there.
== Enemies and Bosses ==
See Paper Mario: The Astral Prism/Tattle Log.
== Badges ==
See Paper Mario: The Astral Prism/Badges.
== Prism Shards ==
Color 	Location 	Boss 	Special Move 	Effect
Silver	Crystopolis 	None 	Healing Song (1 SP) 	Restores up to 7 HP to both Mario and his partner and 7 FP. Cures status ailments.
Green 	Overgrown Outpost 	Don Piranha 	Crystal Rain (2 SP) 	Damages all enemies with falling gemstones.
Orange	Webweave Caverns 	Queen Arachne	Thorn Tangle (2 SP) 	Entangles all enemies in thorny roots, immobilizing them.
Pink 	Cherrybomb Warehouse	??? 	Energy Rush (3 SP) 	Boosts Mario and his partner's attack and defense for three turns.
Violet	Moonshadow Manor 	??? 	Fright Night (3 SP) 	Summons a horde of ghosts that confuses all enemies and steals their items.
Yellow	Desert Palace 	??? 	Sun Burst (4 SP) 	Damages all enemies with bursts of flame and inflicts burn.
Blue 	Frozen Hideaway 	??? 	Soothing Song (5 SP) 	Restores up to 24 HP to both Mario and his partner and 24 FP. Cures status ailments.
Red 	Casino Basement 	??? 	Fortune's Shield (5 SP)	Creates a barrier around Mario and his partner that takes up to 12 HP of damage before breaking.
Cyan 	Stormy Temple 	??? 	Wind Storm (5 SP) 	Blows all enemies out of the battle with gale-force winds.
White 	Rainbow Road 	??? 	Astral Light (6 SP) 	Heavily damages all enemies with a powerful beam.
== Locations ==
=== Prologue ===
Name 	Description
Crystopolis 	The capital city of the Crystal Kingdom, and the main hub of the game. Crystopolis is a bustling city primarily inhabited by Geodites, but with a diverse population of other species as well. It is divided into five major sections, including the central plaza and districts to the north, east, west, and south. The city has a very antique feel to it, with cobblestone streets and buildings made of brick and clay, and some decorations remain from the interrupted Astral Festival.
Crystopolis Castle	A shining palace located in the northern district of Crystopolis, with numerous flags bearing the kingdom's insignia hanging from the walls. Crystopolis Castle is the home of King Ruby and Queen Sapphire, and Mario frequently returns here between chapters in order to gather information and learn where to go next using the Astral Beacon. The castle holds a variety of amenities Mario can take advantage of, including a library where missed Tattles can be found and a concert hall where Mario can listen to the soundtrack.
Crystopolis Sewers	A complex network of sewers and underground tunnels beneath Crystopolis. The sewers are inhabited by cave-dwelling enemies, but numerous shady characters have also set up shop beneath the city streets. Hidden within the sewers is the entrance to the Pit of 100 Trials, a gauntlet of battles against enemies from across the Crystal Kingdom–with a treasure rumored to be hidden on the bottom floor, guarded by a mysterious monster.
=== Chapter 1 ===
Name 	Description
Joybloom Hills 	A peaceful grassland in the countryside to the east of Crystopolis. Flowers, trees, and rolling hills are everywhere, and the enemies are mostly common Goombas, Koopa Troopas, and Monty Moles. With sunny skies and fresh air, it's the perfect place for Mario to start his adventure.
Burrowburg 	A quaint farming town, primarily inhabited by Koopa Troopas and Monty Moles. The people of Burrowburg mostly lead simple lives, but that's just the way they like it . . . until recently, when a gang of Piranha Plants started stealing all the crops. With the town's leader, Mayor Koopwell, being unwilling to confront the plants, many of the townsfolk worry for Burrowburg's future.
Ancient Mausoleum	A network of catacombs beneath the eastern half of Joybloom Hills, only accessible by solving an ancient riddle. Here, the soldiers of a long-forgotten war are laid to rest, guarding the Ancient Key that opens up the Overgrown Outpost. Mario will have to brave the mausoleum to obtain the key, but the soldiers don't take kindly to intruders, rising as Dull Bones to protect their final resting place.
Overgrown Outpost	A fortress from an ancient war, overgrown with ivy and plant life. The outpost was a mere historical site until Piranha Plants started using it as a home base from which to launch their attacks on Burrowburg. At the top of the highest tower is Don Piranha, the leader of the Piranha Plants, who had used the power of a Prism Shard to grow to an immense size.
=== Chapter 2 ===
Name 	Description
Goldleaf Woodlands	A beautiful autumnal forest where the leaves are always falling, but the trees never lose all their leaves. Ordinarily, the bright, cheery outskirts of the woods are home to the Honeybees, while the Piders inhabit the deeper, darker inner woodlands. Recently, however, the Piders have been invading Honeybee territory in an attempt to take the entire forest for themselves.
The Hive 	An enormous beehive the size of an entire town, and the home of the Honeybees. Ruled by the benevolent Honey Queen, the Hive is a bustling, busy place, and the Honeybees are typically quite welcoming to outsiders.
Webweave Caverns 	A cave system at the heart of the Goldleaf Woodlands, and the home of the Piders. Overrun with cobwebs and piles of dead leaves, the caverns have a gloomy atmosphere that suits their Pider inhabitants just fine. It is from within this cave that the Piders have been invading the rest of the woodlands on the command of their tyrannical ruler, Queen Arachne.
=== Chapter 3 ===
Name 	Description
Candy Canyon 	
Truffle Riverside 	
Cherrybomb Warehouse	
=== Chapter 4 ===
Name 	Description
Moonshadow Grove	
Foggytown 	
Moonshadow Manor	
=== Chapter 5 ===
Name 	Description
Sands of Time	
Aridia 	
Rugged Ruins 	
Desert Palace	
=== Chapter 6 ===
Name 	Description
Tropicorn Isle (Tropical Side)	
Sand-n-Snow Resort 	
Tropicorn Isle (Snowy Side) 	
Frozen Hideaway 	
=== Chapter 7 ===
Name 	Description
Razzledazz City 	
Casino de Boomington	
Casino Basement 	
=== Chapter 8 ===
Name 	Description
Cloudcrash Heights 	
Cloudcrash Archipelago	
Stormy Temple 	
=== Chapter 9 ===
Name 	Description
Lavalight Valley	
Bowser's Castle 	
Rainbow Road 	
=== Chapter 10 ===
Name 	Description
Astral Beacon 	
Astral Sanctum	
== Quotes ==
See Paper Mario: The Astral Prism/Quotes.
== References to Previous Games ==
* Donkey Kong: One of the badges is named Jumpman, after Mario's original name.
* Super Mario Bros.: Goomblake's Tattle for Hammer Bros. mentions that they've been terrorizing the Mushroom Kingdom since '85, alluding to the year of the original game's release. Several of Bowser's interludes are parodies of Super Mario Bros. levels. Mario and his partners can transform into 8-bit sprites by jumping into the fountain in the Sand-n-Snow Resort. A bridge over lava appears at the end of Bowser's Castle.
* Super Mario Bros. 2: Ninjis, Pidgits, and several other species originating in this game appear as enemies, partners and/or NPCs. The Desert Palace has iconography of several Super Mario Bros. 2 sprites, referencing the Arabian Nights theme of Doki Doki Panic.
* Super Mario Bros. 3: The Airship theme is rearranged for the cutscene leading into chapter 8.
* Super Mario World: The ringtone of Mario's Mailbox SP is an arrangement of the title screen theme.
* Mario Kart: Rainbow Road appears floating in the sky above Bowser's Castle, similar to how it traditionally follows Bowser's Castle in the Special Cup.
* Super Mario 64: The Attack FX W badge replaces Mario's attack sound effects with the sound of a Boo's laugh, taken directly from this game.
* Paper Mario: Chapter 1 takes place in a grassy plain, has a Koopa partner join Mario's team, and features a fortress as its final dungeon. Chapter 5 features a bumbling archaeologist who adventures alongside Mario. Several characters reference the Star Spirits in dialogue. Astral Bowser's battle theme includes a few motifs from "King of the Koopas–Bowser Final."
* Super Mario Sunshine: Princess Peach's private plane appears in the game's opening. Piantas and Nokis appear as NPCs in several locations, notably the tropical side of Tropicorn Isle.
* Paper Mario: The Thousand-Year Door: Chapter 2 centers on a war between two different species of bugs in a forest. Chapter 4 takes place in a spooky location and introduces a partner who can turn Mario invisible and is initially opposed to him. A Dark Atomic Boo appears as an optional boss, similar to the Atomic Boo in Creepy Steeple. Vivian makes a post-game cameo in Foggytown.
* Super Mario Odyssey: Power Moons return, being used to upgrade Mario's partners.
Category:Paper Mario (series)
Category:Paper Mario Games
Category:Nintendo Switch Games
Category:Mario Games
Category:Mario (series)