Paper Mario: The Golden Gallery

Paper Mario: The Golden Gallery is the seventh game in the Paper Mario series. It brings back elements from every Paper Mario game prior, and supplies a multitude of new concepts. 
== Story ==
=== Prologue ===
Mario and Luigi have been invited to a grand reveal of the brand-new Golden Gallery at Peach’s Castle. They drive over in Luigi’s kart, and enter the castle to find nobody is there. The two separate to try and find the princess, but ultimately get lost in the halls of the castle. This is strange, given that they have both been to the castle a multitude of times, but all the halls seem... different this time.  
Mario, while making his way through the castle, stumbles upon a large golden door. Upon just barely creaking it open, he sees Princess Peach standing in the center of the room, surrounded by Toads and a dark and ghastly presence.  
There are two strange things about the Toads, however. For one, they’re all surrounded in a small cloud of that same ghastly presence. Two, none of them have pupils.  
Suddenly, the presence surrounding Peach starts to speak. I’m not going to relay every single piece of dialogue here, but the general gist is the presence repeatedly telling Peach to give in, her saying no in a resistant voice, and her crying out in pain as the presence seems to wrap around her more tightly.  
After this, Mario jumps in to stop the presence. The presence then basically just scoffs and sics some Toads off at Mario. And thus, the first battle of the game begins, which will be detailed in the Gameplay tab.  
After Mario “defeats” the Toads, the presence surrounding them floats away and is reabsorbed by the main presence surrounding Peach. The main presence seems mildly annoyed at this, and launches toward Mario, knocking him out.  
When Mario comes to again, he is alone in the room. He slowly stands up and notices a dark purple fog outside the tall window to his left. The fog, unsurprisingly, looks just like the ghastly presence from before.  
Suddenly, Mario hears a loud thud from behind him. When he goes to investigate, he sees that the sound came from a large golden book that fell. When he goes in closer to check it out, the book comes to consciousness and looks nervously around the room.  
Once the book fully regains its senses, it starts frantically looking around the large room for something, completely ignoring Mario. Once it finally notices Mario, it desperately asks him for his help.  
The book clarifies that its name is Arillia Athenera Isisor Ornmiyla (but goes by Aril), and she is a book that contains all knowledge in the universe. She is a mind spirit from a place known as the Golden Gallery, a room in an alternate dimension known as the Under-Realm. The Under-Realm is a place only accessible through a door in the very room. Only problem is, the door is only openable if you find ten special keys that have been scattered across the world.  
After explaining this to Mario, Aril tells Mario that that presence from before is a mind-controlling spirit called Damarnia Anasina Mervani Ornmiyla (but goes by Dama) that is also from the Golden Gallery. Dama is a spirit that takes the form of a cloud of fog that can control the souls of any living being. However, it is possible to expel Dama from the soul of that living being by defeating it in battle. However, they are still susceptible to Dama’s control even after they have been freed.  
Apparently, both Aril and Dama were expelled from the Golden Gallery for some unknown reason, and are both searching for the ten keys in order to get back. However, Dama has been taking control over all living things across the world in order to find these keys, while Aril has been trying to peacefully recover the keys without attracting anyone's attention. 
=== Chapter 1: The Spectral Twilight ===
To begin the first chapter and exit the prologue, you must exit Peach's castle and walk through the bottom left loading zone. This will take you to the beginning of the Wooded Outpost. Here, you must walk through a bit of the area, before finally reaching the town.
Once you enter the town, you are immediately halted by Magi Guy, questioning you as to why you are entering the town. After answering enough questions, Magi Gal comes over, and calms her brother down, saying that "They're probably just tourists." After this, Magi Guy resiliently huffs off. Magi Gal apologizes for her brother, saying that "He's suspicious of everyone. It's as if he thinks that old war is still happening."
You can walk through the town a bit, but if you try to head too far left, Magi Guy will run up and stop you, saying "You really think you can handle what's back there? Only I've ever been able to set a foot in there." There are a few markets, but to progress the story, you must find the Spectral Key, an item that allows you to enter the Shaded Garrison, and show it to Magi Gal. Doing this will excite her, and she'll run off to her brother.
If you follow her to Magi Guy, a cutscene begins, where Magi Guy remarks that he's surprised that "This puny plumber-looking guy found this thing? Unbelievable." Magi Gal suggests that he go with you, saying that "The stuff that key leads to isn't for the squeamish. You'll want my brother's talents by your side for sure." Aril says that that would in fact be helpful, so Magi Guy reluctantly joins Mario after saying "So you're telling me this twerp thinks they're worthy of my skills? Hmm... I suppose they might be strong enough. But not as strong as me, no no no. They'll need me to stand a chance."
From there, you are free to head towards the Shaded Garrison, with Magi Guy's abilities now by your side. At a few places, he'll remark that "This next part is going to be pretty rough. You sure you're up to it?" Saying Yes will allow you to move on. Eventually, you'll make it to the Shaded Garrison, where Magi Guy comments that "Nobody's gotten past this part, not even me. The rumors say that the ghosts in there tear all who set foot in there to shreds. You're absolutely certain you're game? Might be a good idea to go stock up on items back in the Outpost." Here, you have the option to go back to the Outpost to stock up on items and maybe find some Skills you missed before, because once you enter the Garrison, the door gets jammed by the apparent ghosts inside.
Throughout the Garrison, you have puzzles to solve and ghosts to battle. You must go through a couple rooms to eventually uncover the hidden stairs in the middle of the main hall, which allows you to go upstairs. There, you can solve some more puzzles and battle some more ghosts, eventually uncovering a switch that lowers a ladder in the main hall that leads to an attic-like room at the top.
Once you enter the third floor for the first time, there's nothing but complete silence. No items, no enemies, no Skills, just an empty room besides two lamps on the side walls. By hammering each lamp, they will turn off, evidently swallowing the room in complete and utter darkness. After a few seconds, a small light lights up in the center of the room, and by walking towards it, the boss battle between you and the Lifeless Fighter begins.
After defeating the Lifeless Fighter, it faintly says "Thats... it.... It's... all... over...." before being blown away, ending the first chapter.
In the Chapter 1-2 intermission after Mario and Aril uncover the first key, a cutscene begins that shows Dama taking control of Bowser's minions, and looks into the distance telling Aril that she will find her, and that she will never go back. 
=== Chapter 2: The Dismal Deep ===
After defeating the Lifeless Fighter and collecting the Strength Key, a cutscene will start where Aril, Magi Guy and Mario discuss where to go next. Magi Guy suggests that they look around more of the Southwestern Third, as there's probably at least one more Aril says that a bit further southwest there's a lagoon, and the second key is probably hidden somewhere around there. 
By heading southwest, you'll end up in the Pitch Lagoon. At first, there will be nothing there, but by walking up to the water a Blooper will come out of the water. Once it notices you, it will shriek, and hurriedly plummet back into the water. From here, you simply must press A when near a certain part of the water (the part will be slightly bubbling), and small Blooper will come out: Bloopie. 
Bloopie will introduce himself, and talk with you for a bit, apologizing for his mother, Bloopia, and explaining the situation. His parents, particularly Bloopia, have been hiding in the Lagoon their whole lives. During the ancient war, Bloopia's great-great-great-grandparents Bloopair and Bloopir hid themselves in the Lagoon until the war ended. Unfortunately, they never ventured out of the Lagoon to see if the war was still happening, so believed that the war was still going on even after it ended. For generations, their family and the other two families that did the same hid out in the deepest parts of the Lagoon, rarely even venturing above the surface. None of them had seen a new face besides their children in centuries, until now. 
Bloopie begins to explain more, but then Bloopia rises out of the water, and frightenedly scolds him for talking to strangers and quickly pulls him back under the water. Since Bloopie is required to progress in the chapter, you must find a way to prove that the war ended a long time ago. To do this, you must go back to Magi Gal in the Outpost, ask her about it, and she will in return give you an old and worn shield from the war that has clearly been sitting around for a long time, and could fall apart at any moment. You must then get this back to Bloopia in the Lagoon. 
Once you do, she slowly rises out of the water, notices the shield, and asks about it. Aril answers, saying "This shield is a remnant of an ancient war that ended centuries ago, just like the one you're hiding from. It's over now, and has been for years." Hearing this, Bloopia sinks back into the Lagoon in shock, and soon after Bloopie comes back up. He thanks you for convincing Bloopia that the war is over, and asks to join you. If you say yes, he excitedly bobs up and down in the air, saying that he's so excited to finally see what's outside of the Lagoon. 
From there, you can travel throughout the Lagoon, using Bloopie's abilities to travel across the water. You must use Bloopie and Magi Guy's abilities to find the Double Jump upgrade, which allows Mario to do a double jump by pressing A with him twice in succession, the second jump making him go higher than the first. After getting this, he can access new areas throughout the Lagoon. 
After searching through every room but one, a cutscene will begin where Aril starts to get angry about not being able to find the last key, even yelling at Bloopie when he starts to tell her about a secret cave in the room. She calms own, apologizing, but after Bloopie tells everyone about the cave, she collapses in a shock of pain. When prompted by Bloopie, she dismisses it, saying it's nothing, and the cutscene ends. 
In one room that requires both partners and several double jumps, Mario will find two suits (one for him and one for all of his partners besides Bloopie) that, when used, allows him to swim and walk through the water without getting soggy and dissolving into confetti, and also protects him from the high levels of pressure that come from the deepest parts of the Dusky Trench. Aril can fit in the suit with Mario, but won't be able to come out and give him any advice or even check the bios of any enemy. Using the suit, he can continue to traverse through the Lagoon, and eventually enter the Trench. 
Once Mario reaches the Dusky Trench, Bloopie warns him of a monster that lives in the Trench. According to him, "Every night, you can hear screeches coming from the bottom of this place. My mom always told me and Bloopette that a monster lived down here. Let's be careful." 
With the suit, you can easily traverse through the Trench, finding secrets rooms, items, skills, and a multitude of enemies. Along with this, an occasional tentacle will come up from the depths and attempt to strike Mario, which you can use to break unstable walls. Eventually, you'll find yourself at the bottom of the Trench, but won't see any monster, or any key, at that. 
If you walk around the floor a bit, you'll eventually find a cave. Going to investigate said cave will make the Great Leviathan rush out and swirl around you in the Trench, starting the boss battle of the Trench. 
After defeating the Great Leviathan, it will collapse onto the floor of the Trench, and cough up the Dimensional Key, which it apparently thought was food and ate. Collecting it will begin the intermission. 
In the Chapter 2-3 intermission, Peach awakens within the "Golden Gallery" that is in her castle. She looks around nervously, and you gain control of her. Here, you must make your way outside the castle. Evidently, before she can make it, she encounters a few Toads that have been controlled by Dama, alongside the Dama-controlled Toadsworth, all trying to stop her. Seeing Toadsworth under Dama's control, she smacks the Toads and Toadsworth out of the way with her parasol and runs out of the castle. She eventually makes her way to Mario and Aril, and joins them in order to stop Dama. 
=== Chapter 3: The Entombed Realm ===
To begin the third chapter, you must trek back to Peach's Castle and take the southeastern loading zone. This will take you to the beginning of the Sunken Heath, but there will be nothing there but an expanse of desert. Trying to go any further southeast will result in you being blocked by a wall of ice from the Glacial Ridge. Basically, you need to figure out where the Sunken Heath actually is.
By walking around a bit, you'll eventually find yourself sinking into the sand. Mario will try to escape the quicksand, but will inevitably sink down and underneath the ground, falling into the Heath.
Once you fully get out of the sand, you'll fall into the Sunken Heath, and find yourself on a platform surrounded by quicksand. You can use Magi Guy to knock down a platform to get out, but you'll need to move fast.
After escaping, you'll run into Sir Osteo. You'll have a quick back-and-forth with him, before Aril brings up him potentially joining us. Before Mario can do anything, Sir Osteo huffs off, saying he can still handle himself despite his age, and he doesn't need the help of a floating book, a plumber with a hammer, an arrogant Shy Guy, and a child Blooper. From there, you'll go your separate ways.
While trekking through the Heath, you'll occasionally see a strange, large bug in the background, but it will never physically interact with you until partway through the first half of the chapter when you find it trying to sink Sir Osteo into the sand. By appearing, you scare it off for a bit, and Sir Osteo thanks you for saving him, saying "I may not be helpless otherwise, but that thing can knock anyone off their game. Thanks for the save. Maybe we should be working together." And from there, Sir Osteo will join your party.
With Sir Osteo, you can continue through the Heath, occasionally having more encounters with the bug thing, but with Sir Osteo, you can avoid it until it leaves. If you fail to hide with Sir Osteo, it will attack you, providing you with a Game Over.
Eventually, Mario will come across a small house that catches Sir Osteo's eye. When you go to investigate, he explains that this was the home of him and his family before the Heath sunk. Since then, he has been searching the Heath up and down for his family, but is yet to find them. He believes that, with Mario's help, he can defeat the bug thing that, according to Sir Osteo, is called the Wraith of the Wastes, and help Sir Osteo rescue his family.
After this point, you are tasked with helping Sir Osteo search to each corner of the Heath to try and find his family, each with their own set of challenges. After searching the final corner, Sir Osteo starts to give up, talking about how they probably died a while ago. But then, before he can leave, a loud sound from the middle of the Heath, where the palace is, is heard, and you must rush over to it as fast as you can.
Once you reach that point, Sir Osteo stops Mario, tells him that they might be about to get themselves into something really dangerous, and encourages him to make sure he's all set. Once Mario confirms that he's ready, they all walk into the palace.
Once they enter the palace, they see nothing but a loooot of piles of bones at first, but when they go to investigate the closest one, Sir Osteo pushes you aside, saying that it is his daughter's skeleton. Before you can further discuss it, the Wraith of the Wastes falls out of the ceiling on top of Sir Osteo and starts to drag him out of the palace, but is held back by Mario, Aril, Peach, Magi Guy and Bloopie, who end up managing to pull the Wraith off of Sir Osteo. Once they do, the battle begins.
Once you defeat it, it will collapse to the ground and begin to dissolve into sand, unfortunately not revealing that the Though Key was inside it all along. Aril gets frustrated by this, but before they can leave to search further, they feel a rumbling in the ground, and the Heath starts to rise up.
Once the Heath is fully above the sand, one by one, the skeletons start to rise up into their living forms. Sir Osteo excitedly goes to greet his family, and it is revealed that the Wraith wasn't just killing them, it was collecting their bones to keep them from being found. It was also apparently using its sand powers to hold the Heath beneath the sand, and once it was killed, the Heath rose back up.
While everyone else celebrates, Aril sulks about still not having found the Key, but is overheard by King Kisto, the king of the Heath. He asks about this "key," and Aril tells him about it and what it looks like. Once she does, he goes back into a space behind the throne, and brings out the Thought Key, which. greatly excites Aril, as that means they are 3-0 to Dama, while also frustrating her that it was there the whole time.
In the Chapter 3-4 intermission, Dama finally manages to get her hands on Bowser. Kamek and Bowser Jr try to stop her from controlling him, but she controls them before they can. Despite how hard Bowser fights, she manages to control him, and sends him off to stop Mario, Peach, and Aril. 
=== Chapter 4: The Frosted Rift ===
To begin the fourth chapter, you must return to the wall of ice you may have run into earlier when searching for the Heath. Aril will talk about how there's probably a key or two past the ice, but they don't have a good way to get past it. It will seem like there's no way to get past, but then Sir Osteo steps up. He winds up a bone, and then throws it as hard as he possibly can into the wall of ice, causing it to gradually crack until it collapses completely.
Now that the Glacial Ridge has been opened up by Sir Osteo, you are free to begin exploring- at least the left side. Due to how massive the gap is and Aril's warning about what might be down there, you can only look for a way to cross. There is a Snifit you can talk to, some items, and of course, enemies, but there's not much you can do at first.
But, once you successfully check all three possibilities for ways across, you will hear a strange rumbling coming from the left where you came from. Aril will wonder what it is, but before you can think about it further, Bowser slides in, hidden in his shell and spinning very fast towards you, and knocks you all the way to the other side.
Aril will get very panicked about what that was and what happened, but then Bowser will thump down to their right. He won't say much, just the occasional broken sentence suggesting that he is in fact under Dama's control. He starts to corner you on the edge, and Aril tells you that you'll have to fight him, so you do.
Once you defeat him, the presence of Dama will leave him and he will return to normal Bowser. He'll be confused about where he is, but then suddenly remember what Dama did and notice Mario being there at the exact same time, causing him to try and run into Mario, which Aril quickly stops. She explains that Dama was the one that controlled him and everyone else, and that she and Mario are trying to stop her and free everyone. He is hesitant at first, but Peach and Aril are eventually able to convince him that it's better if they work together, because after all, they all have loved ones that were affected by Dama- a comment from Aril that confuses Mario for a second, but that he shakes off.
Then, you can go down to open up a bridge that allows you to cross between the two sides safely, and must keep searching around for a key. Eventually, you come across a strange tuft of white fur on the ground. Once you pick it up, Aril will try to investigate it, but is interrupted by a roar coming from the bottom of the Arctic Gorge.
After hearing this, the Snifit from before will rush over the bridge, clearly very panicked. She will yell about how "the monster is awake" and "we need to get away before it attacks." Aril will try to calm her down, and ask what this "monster" is, to which the Snifit will explain that the Glacial Ridge used to be a popular midpoint between the Heath and the Crater, but a cold-loving monster at the bottom of the Arctic Gorge froze it over.
The Snifit then runs off in a panic, and the comment about the monster makes Aril wonder about what else might be down there. According to her, if the monster has been scaring everyone away, that might be because it has something to protect, like a key. She reluctantly suggests that they search in the Gorge for the key.
After jumping down to the Arctic Gorge, you start to realize that it's a lot colder than it was back at the top. Aril suggests that it might be because the monster apparently loves cold, so it would probably make the area around its home much colder than areas farther away, and warns Mario that it will probably keep getting colder as they go down.
You continue down the Gorge, solving puzzles and fighting enemies to get down safely. On occasion, the cold wind will flare up with a roar from the bottom and threaten to push you off and make you fall all the way to the bottom, but if you manage to get into a safe spot first, you'll be safe.
Eventually, you will have safely made your way down to the bottom, and you will hear a very loud roar coming from a large cave, the roar causing an incredibly strong wave of wind to pass through. Aril says that the "monster" is probably in there with the key, and that they'll probably have to fight it. So, Mario walks into the cave.
The moment Mario walks into the cave, the monster roars once more, causing the wind to make rocks fall, blocking the exit and preventing them from leaving. Then, a giant arctic wolf stalks up to Mario, before growling at him and roaring once more, starting the fight.
After you defeat the Frozen Collossus, it slumps over on the ground, allowing you to pass. By walking into its cave for a little, Aril spots the key frozen in ice. By using Bowser to melt the ice, you can collect the key. Shortly after, the defeat of the Frozen Collossus causing the Gorge and Ridge to melt, revealing its originally barren state and also melting the "boulders" blocking the entrance that were actually just small, deeply frozen rocks.
In the Chapter 4-5 intermission, we see Toadette struggling to get as many Toads as possible into hiding before Dama can control them. Unfortunately, Dama gets there before she herself can hide, and approaches her in order to control her. But before she can, Yoshi jumps in and tosses an egg through Dama to stop her. When Dama attempts to control him, he whistles and calls an army of other Yoshis to charge through to allow he and Toadette to escape. 
=== Chapter 5: The Unending Brawl ===
In the Chapter 5-6 intermission, we see Luigi frightenedly walk through the halls of Peach's castle, having gotten hopelessly lost at the beginning of the game. Eventually, he runs into a dead end, and when he tries to back out, sees Dama and some controlled Toads blocking the way out. The last we see of him, he is cowering in the corner with Dama about to control him. 
=== Chapter 6: The Boundless Jungle ===
In the Chapter 6-7 intermission, we see Toadette bravely trekking through the Blanketed Grove, trying to find Mario and Yoshi. With every step she takes, however, she becomes more and more nervous, worried that one of the things hiding in the fog is Dama or a controlled Toad. Eventually, she sees what she thinks is Yoshi walking through the grove, and runs after it. But when she turns the corner, the fog projection is gone, and she becomes even more lost. 
=== Chapter 7: The Clouded Thicket ===
Halfway through Chapter 7, Mario and the rest of his party find themselves in the Blanketed Grove, and occasionally see projections in the fog of familiar faces that have been controlled by Dama. However, they also see a strange figure dashing through the trees. Eventually, they run into the figure and it tries to attack them. However, it turns out this figure was Toadette. Thankful to see them, she asks where Yoshi is, and when they say they don't know, she joins their party in order to help them find him. 
In the Chapter 7-8 intermission, we see Dama in Peach's Castle talking to a group of people we cannot see about how this is the beginning and that they must do whatever it takes to destroy Mario and his friends, and especially Aril. After the camera changes, we see that the group she is addressing is all the Toads she has controlled, Toadsworth, and Luigi. 
=== Chapter 8: The Engulfed Domain ===
Towards the end of Chapter 8, Mario and his party encounter the controlled Toadsworth, and after defeating him, Luigi. After defeating Luigi, he joins Mario's party and tells them that there is something important in Peach's Castle that they need, but he doesn't remember. 
In the Chapter 8-9 intermission, we see Yoshi confronting Dama and the controlled Toads in Peach's Castle. Dama tells him that there is nowhere to run, and he should just give in. He nervously looks around, and spots a window. He quickly throws an egg at it and flutters through it, and when Dama goes to stop him, he is long gone. 
=== Chapter 9: The Serpent's Council ===
In the beginning of Chapter 9, we see Yoshi running up to Mario and his party. Toadette excitedly sees him first, and runs up and hugs him. Yoshi nervously tells the party about a great danger that Dama is about to unleash, and joins them in order to stop her. 
In the Chapter 9-10 intermission, we see Mario, Peach, Bowser, Toadette, Luigi, Yoshi, and Aril all lined up at the entrance to Peach's castle, ready to go in, retrieve the final key, stop Dama, and get Aril back to the Golden Gallery. 
=== Chapter 10: The Timeless Zenith ===
At the end of Chapter 10, before the final boss, we see Mario and his party standing together in front of Dama, who is nervously standing at the edge of an open window, high above the ground. Before she falls, however, she grins evilly and says "It's time." After this, a cloud of shadow erupts from the center of Peach's castle that knock Mario and his party down. 
Mario wakes up to see the castle enshrouded in shadow, and everyone else besides Aril still unconscious. He and Aril slowly trudge through the cloud of shadow to battle Dama for the last time. When they finally find her, they discover that Aril and Dama are sisters. Dama can enter minds, and Aril can learn about them. They are both the children of Totha, who could read the minds of inanimate objects, and Cuase, who could essentially suggest any behavior onto any living being, provided they are willing enough. Aril drew her power from Totha, and Dama from Cuase. Once Totha passed away and Cuase went mad after her death, Aril's power was substantially weakened and Dama's substantially enhanced. If Dama can go back to the Golden Gallery, she can rid Aril from all her power, leaving her a regular book. And if Aril can go back, she can strip the strength from Dama, and leave her a regular cloud of fog. 
After Mario and Aril defeat Dama for the last time and imprison her, Aril takes the keys from Mario, and goes back to the Golden Gallery. Dama disperses into a regular fog cloud, and the rest of Mario's party slowly wakes up to find that it's all over. 
If you 100% the game and then go back to beat it, an extra cutscene plays where we see Mario, Peach, Bowser, Luigi, Toadette, and Yoshi meeting up at Peach's Castle to celebrate the defeat of Dama. But once they all disperse, we see a snake-like entity slither through the window and say "So you're the ones who killed my daughter. Well, don't worry. You won't last long against me." 
== Gameplay ==
=== Battle ===
The battle is a lot like that of the first two games, where you have multiple selections within selections to choose from to battle enemies with. However, there are many more selections to choose from, depending on the character you use.
==== Characters ====
===== Mario =====
With Mario, you can Jump on enemies, Hammer enemies, use Items on enemies, use Actions on enemies, check their Bios with Aril, use Strategies or use Keys.
====== Jump ======
Mario's Jump abilities are: 
* M Jump: Jump on any enemy that isn't spiked, fiery, or electric. 
* M Double Jump: Jump twice before reaching the enemy to jump onto any enemy that isn't spiked, fiery, or electric with increased power. 
* M Triple Jump: Jump three times before reaching the enemy to jump onto any enemy that isn't spiked, fiery, or electric with very increased power. 
* M Super Jump: Jump on an enemy with increased power, depending on what Jump upgrade you have. 
* M Mega Jump: Jump on an enemy with very increased power, depending on what Jump upgrade you have. 
* M Divine Jump: Jump on an enemy with maximum power, depending on what Jump upgrade you have. 
* M Energy Rebound: Jump on two enemies in a row. 
* M Energy Ricochet: Jump on three enemies in a row. 
* M Energy Recoil: Jump on all enemies once. 
* M Super Bounce: Jump on an enemy 5 times in a row. 
* M Mega Bounce: Jump on an enemy 7 times in a row. 
* M Divine Bounce: Jump on an enemy 10 times in a row. 
* M Spark Jump: Jump on an enemy with a 50% chance of paralyzing them. 
* M Frost Jump: Jump on an enemy with a 50% chance of freezing them. 
* M Blaze Jump: Jump on an enemy with a 50% chance of burning them. 
* M Toxic Jump: Jump on an enemy with a 50% chance of poisoning them. 
* M Shrink Jump: Jump on an enemy with a 50% chance of shrinking them. 
* M Baffle Jump: Jump on an enemy with a 50% chance of making them confused. 
* M Faint Jump: Jump on an enemy with a 50% chance of making them dizzy. 
* M Sleepy Jump: Jump on an enemy with a 50% chance of putting them to sleep. 
* M Shining Jump: Jump on an enemy with a 50% chance of blinding them. 
*M Charm Jump: Jump on an enemy with a 50% chance of hypnotizing them.
* M Super Jump Charge: Increase the power of your next Jump attack by 2. 
* M Mega Jump Charge: Increase the power of your next Jump attack by 3. 
* M Divine Jump Charge: Increase the power of your next Jump attack by 5. 
* M Shatter Jump: Jump on an enemy while ignoring defense. 
* M Quick Jump: Jump on an enemy first while ignoring the speed of the enemies. 
* M Resist Jump: Jump on electric, fiery, and spiked enemies without taking damage. 
* M Sight Jump: Jump on an invisible enemy without missing. 
* M Quake Jump: Jump onto the ground in front of all enemies to create a shockwave that hits all enemies. 
* M Slippery Jump: Jump onto one enemy and slide across the ground after, dealing a small amount of damage to all other enemies. 
* M Revenge Jump: Jump on an enemy while dealing the same amount of damage they dealt to you last turn. 
*M Critical Jump: Jump on an enemy with a 50% chance of dealing double damage.
* M HP Drain Jump: Jump on an enemy while healing the same amount of HP as the damage you deal. 
* M PP Drain Jump: Jump on an enemy while recovering the same amount of PP as the damage you deal. 
====== Hammer ======
Mario's Hammer abilities are: 
* Hammer: Hammer any enemy that isn't flying, shielding, or shrunken. 
* Spin Hammer: Hammer any enemy that isn't flying, shielding, or shrunken with a spin that deals increased damage. 
* Tornado Hammer: Hammer any enemy that isn't flying, shielding, or shrunken with a very fast spin that deals very increased damage. 
* Super Hammer: Hammer an enemy with increased power, depending on what Hammer upgrade you have. 
* Mega Hammer: Hammer an enemy with very increased power, depending on what Hammer upgrade you have. 
* Divine Hammer: Hammer an enemy with maximum power, depending on what Hammer upgrade you have. 
* Energy Tide: Hammer two enemies at once. 
* Energy Wave: Hammer three enemies at once. 
* Energy Tsunami: Hammer all enemies at once. 
* Multihammer: Hammer an enemy twice. 
* Super Multihammer: Hammer an enemy three times in a row. 
* Mega Multihammer: Hammer an enemy 5 times in a row. 
* Spark Hammer: Hammer an enemy with a 50% chance of paralyzing them. 
* Frost Hammer: Hammer an enemy with a 50% chance of freezing them. 
* Blaze Hammer: Hammer an enemy with a 50% chance of burning them. 
* Toxic Hammer: Hammer an enemy with a 50% chance of poisoning them. 
* Shrink Hammer: Hammer an enemy with a 50% chance of shrinking them. 
* Baffle Hammer: Hammer an enemy with a 50% chance of making them confused. 
* Faint Hammer: Hammer an enemy with a 50% chance of making them dizzy. 
* Sleepy Hammer: Hammer an enemy with a 50% chance of putting them to sleep. 
* Shining Hammer: Hammer an enemy with a 50% chance of blinding them. 
*Charm Hammer: Hammer an enemy with a 50% chance of hypnotizing them.
* Super Hammer Charge: Increase the power of your next Hammer attack by 2. 
* Mega Hammer Charge: Increase the power of your next Hammer attack by 3. 
* Divine Hammer Charge: Increase the power of your next Hammer attack by 5. 
* Shatter Hammer: Hammer an enemy while ignoring defense. 
* Quick Hammer: Hammer an enemy first while ignoring the speed of the enemies. 
* Resist Hammer: Hammer any flying, shielding, or shrunken enemy without missing. 
* Sight Hammer: Hammer an invisible enemy without missing. 
* Quake Hammer: Hammer onto the ground in front of all enemies to create a shockwave that hits all enemies for a small amount of damage. 
* Revenge Hammer: Hammer an enemy while dealing the same amount of damage as they dealt to you last turn. 
*Critical Hammer: Hammer an enemy with a 50% chance of dealing double damage.
* HP Drain Hammer: Hammer an enemy while healing the same amount of HP as the damage you deal. 
* PP Drain Hammer: Hammer an enemy while recovering the same amount of PP as the damage you deal. 
====== Items ======
When Mario selects Items, he can use any Items his party has collected thus far. 
====== Actions ======
When Mario uses Actions, he can use any Action ability he has learned thus far. Here is a list: 
* Flex: Flex your experience as the repeated savior of the Mushroom Kingdom to appeal towards Extroverted, Protagonistic, Impulsive, and Separated characters. 
* Plead: Plead to the enemy to not listen to Dama and not to give in to Dama's mind control. This appeals towards Extroverted, Protagonistic, Impulsive, and Separated characters. 
* Challenge: Challenge the enemy's strategy in battle to appeal towards Offensive and Defensive characters. 
* Give In: Give in to the battle to appeal towards Introverted, Antagonistic, Logical, and Attached characters. 
* Call For Help: Call for the help of your allies to appeal towards Introverted, Antagonistic, Logical, Attached, Offensive, and Defensive characters. 
* Don't Hold Back: Stop holding back against them for being technically innocent to appeal towards Introverted, Protagonistic, Impulsive, Logical, Separated, and Offensive characters. 
* Strategize: Carefully plan out your next move to appeal towards Protagonistic, Logical, and Offensive characters. 
* Tease: Pretend to give up on the battle as if the enemy isn't worth your time. This appeals towards Protagonistic, Logical, Attached, Defensive, and Offensive characters. 
====== Bios ======
When Mario selects Bios, he can use Aril to check what mix of Extroverted, Introverted, Antagonistic, Protagonistic, Logical, Impulsive, Attached, Separated, Offensive, and Defensive the enemy is. 
====== Strategies ======
When Mario selects Strategies, he can Guard for the turn, do nothing, switch partners, switch characters, attempt to run away, or Quicken for the turn. 
====== Keys ======
When Mario selects Keys, he can use the power of any Keys he has unlocked thus far. Here is a list: 
* Strength Key: Use the ability Enhancement to boost Mario's Attack Power, Defense Points, and Speed Points by 2 for three turns.
* Dimensional Key: Use the ability Alternate Reality to give every enemy a 50% chance of being teleported to an alternate reality and out of the battle. 
* Thought Key: Use the ability Telepathy to make the most useful action for each enemy glow, suggesting that you use it. 
* Soul Key: Use the ability Suggestion to make every action used for the rest of the battle that appeals to an enemy add +5 bond to whatever the total bond increase is without the ability.
* Time Key: Use the ability Future Sight to allow you to see what attacks the enemies will use for the next 3 turns.  
* Natural Key: Use the ability Floral Bond to allow you to call on nature to send an army of vines through all enemies to inflict a random status effect on each of them. 
* Shining Key: Use the ability Blinding Ray to allow you to call upon the sun to send a blinding ray of light over all enemies that has a 95% chance of blinding them and deals 15 damage to each.  
* Shadow Key: Use the ability Throwing Shade to automatically gives you a bond of 99 with all enemies categorized as Antagonistic or Logical, making the presence of Dama within them to automatically be dispelled once the selected character uses any single action that doesn’t decrease their bond.
* Balance Key: Use the ability Yin and Yang to automatically gives you a bond of 100 with half the enemies and a bond of -100 with the other half.  
* Unity Key: Use the ability Unify to add 100 to the bond of every enemy in the battle. So, if Mario already has a bond with them from 0-99, they will automatically gain the 100 bond. 
===== Peach =====
With Peach, you can attack enemies with your Parasol, use Items on enemies, use Actions, use Strategies, or use Keys. 
====== Parasol ======
Peach's Parasol abilities are: 
* Smack: Smack any enemy that isn't flying, shielding, or shrunken. 
* Float Smack: Jump and float towards any enemy with your parasol to hit any enemy that isn't shrunken with increased damage. 
* Unfurled Smack: Open up your parasol in front of an enemy to hit any enemy that isn't flying or shielding with very increased damage. 
* Super Smack: Smack any enemy that isn't flying, shielding, or shrunken with increased damage, depending on what Parasol upgrade you have. 
* Mega Smack: Smack any enemy that isn't flying, shielding, or shrunken with very increased damage, depending on what Parasol upgrade you have. 
* Divine Smack: Smack any enemy that isn't flying, shielding, or shrunken with maximum damage, depending on what Parasol upgrade you have. 
* Double Smack: Smack any enemy that isn't flying, shielding, or shrunken twice. 
* Triple Smack: Smack any enemy that isn't flying, shielding, or shrunken three times. 
* Multismack: Smack any enemy that isn't flying, shielding, or shrunken five times. 
* Parasol Gust: Open up your parasol in front of the enemies to send out a small gust of wind that hits two enemies for increased damage. 
* Parasol Gale: Open up your parasol in front of the enemies to send out a medium-sized gust of wind that hits three enemies for increased damage. 
* Parasol Blast: Open up your parasol in front of the enemies to send out a large gust of wind that hits all enemies for increased damage. 
* Spark Smack: Smack an enemy with a 50% chance of paralyzing them. 
* Frost Smack: Smack an enemy with a 50% chance of freezing them. 
* Blaze Smack: Smack an enemy with a 50% chance of burning them. 
* Toxic Smack: Smack an enemy with a 50% chance of poisoning them. 
* Shrink Smack: Smack an enemy with a 50% chance of shrinking them. 
* Baffle Smack: Smack an enemy with a 50% chance of making them confused. 
* Faint Smack: Smack an enemy with a 50% chance of making them dizzy. 
* Sleepy Smack: Smack an enemy with a 50% chance of putting them to sleep. 
* Shining Smack: Smack an enemy with a 50% chance of blinding them. 
*Charm Smack: Smack an enemy with a 50% chance of hypnotizing them.
* Super Smack Charge: Increase the power of your next Parasol attack by 2. 
* Mega Smack Charge: Increase the power of your next Parasol attack by 3. 
* Divine Smack Charge: Increase the power of your next Parasol attack by 5. 
* Shatter Smack: Smack an enemy while ignoring defense. 
* Quick Smack: Smack an enemy while ignoring the speed of all enemies. 
* Resist Smack: Smack any flying, shielding, or shrunken enemy without missing. 
* Sight Smack: Smack any invisible enemy without missing. 
* Quake Smack: Smack your parasol into the ground to create a quake that hits all enemies for a small amount of damage. 
* Revenge Smack: Smack an enemy with the same amount of damage as they dealt to you last turn. 
*Critical Smack: Smack an enemy with a 50% chance of dealing double damage.
* HP Drain Smack: Smack an enemy while healing the same amount of HP as the damage you deal. 
* PP Drain Smack: Smack an enemy while recovering the same amount of PP as the damage you deal. 
====== Items ======
When Peach selects Items, she can use any Items her party has collected thus far. 
====== Actions ======
When Peach selects Actions, she can use any Action ability she has learned thus far. Here is a list. 
* Princess (1): Use your skills as a kind princess to show them kindness and appeal towards Extroverted, Introverted, Protagonistic, Impulsive, Separated, and Attached characters. 
* Princess (2): Use your position as a princess to show power over the enemies and appeal towards Introverted, Antagonistic, Protagonistic, Impulsive, Separated, and Attached characters. 
* Act Weak: Pretend that because you’re “just a princess,” you’re weak at could easily be taken down to appeal towards Extroverted, Protagonistic, Impulsive, Logical, Attached, and Offensive characters. 
* Curtsey: Follow the general rules of princessly etiquette to appeal towards Introverted, Protagonistic, Logical, Separated, and Defensive characters. 
* Call for Help: Call for the help of your allies to appeal towards Introverted, Antagonistic, Logical, Attached, Offensive, and Defensive characters. 
* Don't Hold Back: Stop holding back against them for being technically innocent to appeal towards Introverted, Protagonistic, Impulsive, Logical, Separated, and Offensive characters. 
* Shame: Shame the enemy for listening to Dama to appeal towards Introverted, Protagonistic, Impulsive, and Separated characters. 
====== Strategies ======
When Peach selects Strategies, she can Guard for the turn, do nothing, switch partners, switch characters, attempt to run away, or Quicken for the turn. 
====== Keys ======
When Peach selects Keys, she can use the power of any Keys she has unlocked thus far. The list is up in Mario’s Keys section. 
===== Bowser =====
With Bowser, you can Stomp on enemies, breathe Fire on them, use Items on enemies, use Actions, use Strategies, or use Keys. Also, he cannot be damaged by aerial attacks. 
====== Stomp ======
Bowser’s Stomp abilities are: 
* Stomp: Stomp on any enemy that isn't spiked, fiery, or electric. 
* Spin Stomp: Spin in midair to stomp onto any enemy that isn't spiked, fiery, or electric with increased power. 
* Launch Stomp: Crouch just before jumping to stomp onto any enemy that isn't spiked, fiery, or electric with very increased power. 
* Super Stomp: Stomp an enemy with increased power, depending on what Stomp upgrade you have. 
* Mega Stomp: Stomp on an enemy with very increased power, depending on what Stomp upgrade you have. 
* Divine Stomp: Stomp on an enemy with maximum power, depending on what Stomp upgrade you have. 
* Stomping Rebound: Stomp on two enemies in a row. 
* Stomping Ricochet: Stomp on three enemies in a row. 
* Stomping Recoil: Stomp on all enemies once. 
* Stomp Bounce: Stomp on an enemy 5 times in a row. 
* Stomp Reflect: Stomp on an enemy 7 times in a row. 
* Stomp Recover: Stomp on an enemy 10 times in a row. 
* Spark Stomp: Stomp on an enemy with a 50% chance of paralyzing them. 
* Frost Stomp: Stomp on an enemy with a 50% chance of freezing them. 
* Blaze Stomp: Stomp on an enemy with a 50% chance of burning them. 
* Toxic Stomp: Stomp on an enemy with a 50% chance of poisoning them. 
* Shrink Stomp: Stomp on an enemy with a 50% chance of shrinking them. 
* Baffle Stomp: Stomp on an enemy with a 50% chance of making them confused. 
* Faint Stomp: Stomp on an enemy with a 50% chance of making them dizzy. 
* Sleepy Stomp: Stomp on an enemy with a 50% chance of putting them to sleep. 
* Shining Stomp: Stomp on an enemy with a 50% chance of blinding them. 
*Charm Stomp: Stomp on an enemy with a 50% chance of hypnotizing them.
* Super Stomp Charge: Increase the power of your next Stomp attack by 2. 
* Mega Stomp Charge: Increase the power of your next Stomp attack by 3. 
* Divine Stomp Charge: Increase the power of your next Stomp attack by 5. 
* Shatter Stomp: Stomp on an enemy while ignoring defense. 
* Quick Stomp: Stomp on an enemy first while ignoring the speed of the enemies. 
* Resist Stomp: Stomp on electric, fiery, and spiked enemies without taking damage. 
* Sight Stomp: Stomp on an invisible enemy without missing. 
* Quake Stomp: Stomp onto the ground in front of all enemies to create a shockwave that hits all enemies. 
* Slippery Stomp: Stomp onto one enemy and slide across the ground after, dealing a small amount of damage to all other enemies. 
* Revenge Stomp: Stomp on an enemy while dealing the same amount of damage they dealt to you last turn. 
*Critical Stomp: Stomp on an enemy with a 50% chance of dealing double damage.
* HP Drain Stomp: Stomp on an enemy while healing the same amount of HP as the damage you deal. 
* PP Drain Stomp: Stomp on an enemy while recovering the same amount of PP as the damage you deal. 
====== Fire* ======
Bowser’s Fire abilities are: 
* Red Fire Breath: Breathe fire onto any enemy that isn’t metallic or fiery. 
* Orange Fire Breath: Breathe fire onto any enemy that isn’t fiery with increased power. 
* Blue Fire Breath: Breathe fire onto any enemy with increased power. 
* Ranged Fire Breath: Breathe fire onto all enemies at once. 
* Bright Fire Breath: Breathe fire onto any enemy with a 50% chance of blinding them. 
* Super Fire Charge: Increase the power of your next Fire attack by 2. 
* Mega Fire Charge: Increase the power of your next Fire attack by 3. 
* Divine Fire Charge: Increase the power of your next Fire attack by 5. 
* Quick Fire: Breathe fire onto any enemy while ignoring the speed of the enemies. 
* Sight Fire: Breathe fire onto an invisible enemy without missing. 
* Lasting Fire: Breathe fire onto any enemy while leaving a small fire underneath each enemy that it hits that deals damage to them every turn, regardless of whether they were burned or not. 
* Revenge Fire: Breathe fire onto an enemy while dealing the same amount of damage they dealt to you last turn. 
*Critical Fire: Breathe fire onto an enemy with a 50% chance of dealing double damage.
* HP Drain Fire: Breathe fire onto an enemy while healing the same amount of HP as the damage you deal. 
* PP Drain Fire: Breathe fire onto an enemy while recovering the same amount of PP as the damage you deal. 
* Fire Charge: Charge up the fire meter required to use fire attacks. 
*All of Bowser’s Fire attacks pierce defense and have a 50% chance of burning the enemy, but Bowser has a fire meter on the side that Fire attacks drain. To refill this fire gauge, you must do something besides a Fire attack for a turn, or use the Fire Charge ability. 
====== Items ======
When Bowser selects Items, he can use any Items his party has collected thus far. 
====== Actions ======
When Bowser selects Actions, he can use any Action ability he has learned thus far. Here is a list: 
* Intimidate: Use your physical strength and size to intimidate enemies and appeal towards Extroverted, Antagonistic, Protagonistic, Impulsive, and Defensive characters. 
* King: Use your position as the Koopa King to show power over the enemies and appeal towards Introverted, Antagonistic, Protagonistic, Impulsive, Separated, and Attached characters. 
* Get Angry: Fuel your anger over Dama taking control over Bowser Jr and Kamek to appeal towards Extroverted, Protagonistic, Impulsive, Separated, and Offensive characters. 
* Don’t Give In: Refuse to give in to Dama’s control again to appeal towards Introverted, Protagonistic, Logical, Separated, Attached, and Defensive characters. 
* Take Over: Use your experience with taking over the Mushroom Kingdom to appeal towards Antagonistic, Impulsive, Attached, and Offensive characters. 
* Pretend Weakness: Call for your armies to attack the enemies, only to “realize” that they’re under Dama’s control. This appeals towards Extroverted, Protagonistic, Logical, Separated, and Offensive characters. 
* Brag: Brag about the bulk of your army and kingdom to appeal towards Extroverted, Antagonistic, Impulsive, Logical, Attached, Offensive, and Defensive characters. 
* Be Stubborn: Refuse to give up because that would make the Great Bowser seem weak. This appeals towards Introverted, Protagonistic, Impulsive, Separated, and Defensive characters. 
====== Strategies ======
When Bowser selects Strategies, he can Guard for the turn, do nothing, switch partners, switch characters, attempt to run away, or Quicken for the turn. 
====== Keys ======
When Bowser selects Strategies, he can use the power of any Keys he has unlocked thus far. The list is up in Mario’s Keys section. 
===== Toadette =====
With Toadette, you can Rush through and into enemies, use Items on enemies, use Actions, use Strategies, or use Keys. 
====== Rush ======
Toadette’s Rush abilities are: 
* Rush: Rush into any enemy that isn't flying, shielding, fiery or electric. 
* Speed Rush: Quickly rush into any enemy that isn’t flying, shielding, fiery, or electric with increased power. 
* Light Rush: Very quickly rush into any enemy that isn’t flying, shielding, fiery, or electric with very increased power. 
* Super Rush: Rush into an enemy with increased power, depending on what Rush upgrade you have. 
* Mega Rush: Rush into an enemy with very increased power, depending on what Rush upgrade you have. 
* Divine Rush: Rush into an enemy with maximum power, depending on what Rush upgrade you have. 
* Rushing Rebound: Rush into two enemies in a row. 
* Rushing Ricochet: Rush into three enemies in a row. 
* Rushing Recoil: Rush into all enemies once. 
* Spark Rush: Rush into an enemy with a 50% chance of paralyzing them. 
* Frost Rush: Rush into an enemy with a 50% chance of freezing them. 
* Blaze Rush: Rush into an enemy with a 50% chance of burning them. 
* Toxic Rush: Rush into an enemy with a 50% chance of poisoning them. 
* Shrink Rush: Rush into an enemy with a 50% chance of shrinking them. 
* Baffle Rush: Rush into an enemy with a 50% chance of making them confused. 
* Faint Rush: Rush into an enemy with a 50% chance of making them dizzy. 
* Sleepy Rush: Rush into an enemy with a 50% chance of putting them to sleep. 
* Shining Rush: Rush into an enemy with a 50% chance of blinding them. 
*Charm Rush: Rush into an enemy with a 50% chance of hypnotizing them.
* Super Rush Charge: Increase the power of your next Rush attack by 2. 
* Mega Rush Charge: Increase the power of your next Rush attack by 3. 
* Divine Rush Charge: Increase the power of your next Rush attack by 5. 
* Shatter Rush: Rush into an enemy while ignoring defense. 
* Quick Rush: Rush into an enemy first while ignoring the speed of the enemies. 
* Resist Rush: Rush into electric, and fiery enemies without taking damage. 
* Sight Rush: Rush into an invisible enemy without missing. 
* Slippery Rush: Rush through one enemy and slide across the ground after, dealing a small amount of damage to all other enemies. 
* Revenge Rush: Rush into an enemy while dealing the same amount of damage they dealt to you last turn. 
*Critical Rush: Rush into an enemy with a 50% chance of dealing double damage.
* HP Drain Rush: Rush into an enemy while healing the same amount of HP as the damage you deal. 
* PP Drain Rush: Rush into an enemy while recovering the same amount of PP as the damage you deal. 
====== Items ======
When Toadette selects Items, she can use any Items her party has collected thus far. 
====== Actions ======
When Toadette selects Actions, she can use any Action ability she has learned thus far. Here is a list. 
* Cheery Attitude: Use your cheery attitude to appeal towards Extroverted, Protagonistic, Impulsive, and Separated characters. 
* Energize: Use your energetic personality to appeal towards Extroverted, Protagonistic, Antagonistic, Logical, Impulsive, and Attached characters. 
* Work Ethic: Use your powerful work ethic to appeal towards Introverted, Protagonistic, Antagonistic, Impulsive, and Attached characters. 
* Play Nice: Suggest that everyone just calms down and talks things out instead of fighting to appeal towards Introverted, Antagonistic, Logical, Separated, and Defensive characters. 
* Small Yet Strong: Prove that despite your size you can still beat up the enemy to appeal towards Extroverted, Antagonistic, Protagonistic, Impulsive, Separated, and Offensive characters. 
* Pretend Weakness: Pretend to be frail and weak because you’re so small to appeal towards Introverted, Protagonistic, Impulsive, Separated, and Offensive characters. 
====== Strategies ======
When Toadette selects Strategies, she can Guard for the turn, do nothing, switch partners, switch characters, attempt to run away, or Quicken for the turn. 
====== Keys ======
When Toadette selects Keys, she can use the power of any Keys she has unlocked thus far. The list is up in Mario’s Keys section. 
===== Luigi =====
With Luigi, you can Jump onto and through enemies, use Items on enemies, use Actions, use Strategies, and use Keys. 
====== Jump ======
Luigi’s Jump abilities are: 
* L Jump: Jump on any enemy that isn't spiked, fiery, or electric. 
* L High Jump: Run right in front of any enemy that isn’t fiery or electric and crouch down before launching up and through the enemy with increased power. 
* L Long Jump: Run in front of the enemies and crouch down to launch forwards and right and into any enemy that isn’t fiery or electric with very increased power. 
* L Super Jump: Jump on an enemy with increased power, depending on what Jump upgrade you have. 
* L Mega Jump: Jump on an enemy with very increased power, depending on what Jump upgrade you have. 
* L Divine Jump: Jump on an enemy with maximum power, depending on what Jump upgrade you have. 
* L Energy Rebound: Jump on two enemies in a row. 
* L Energy Ricochet: Jump on three enemies in a row. 
* L Energy Recoil: Jump on all enemies once. 
* L Super Bounce: Jump on an enemy 5 times in a row. 
* L Mega Bounce: Jump on an enemy 7 times in a row. 
* L Divine Bounce: Jump on an enemy 10 times in a row. 
* L Spark Jump: Jump on an enemy with a 50% chance of paralyzing them. 
* L Frost Jump: Jump on an enemy with a 50% chance of freezing them. 
* L Blaze Jump: Jump on an enemy with a 50% chance of burning them. 
* L Toxic Jump: Jump on an enemy with a 50% chance of poisoning them. 
* L Shrink Jump: Jump on an enemy with a 50% chance of shrinking them. 
* L Baffle Jump: Jump on an enemy with a 50% chance of making them confused. 
* L Faint Jump: Jump on an enemy with a 50% chance of making them dizzy. 
* L Sleepy Jump: Jump on an enemy with a 50% chance of putting them to sleep. 
* L Shining Jump: Jump on an enemy with a 50% chance of blinding them. 
*L Charm Jump: Jump on an enemy with a 50% chance of hypnotizing them.
* L Super Jump Charge: Increase the power of your next Jump attack by 2. 
* L Mega Jump Charge: Increase the power of your next Jump attack by 3. 
* L Divine Jump Charge: Increase the power of your next Jump attack by 5. 
* L Shatter Jump: Jump on an enemy while ignoring defense. 
* L Quick Jump: Jump on an enemy first while ignoring the speed of the enemies. 
* L Resist Jump: Jump on electric, fiery, and spiked enemies without taking damage. 
* L Sight Jump: Jump on an invisible enemy without missing. 
* L Quake Jump: Jump onto the ground in front of all enemies to create a shockwave that hits all enemies. 
* L Slippery Jump: Jump onto one enemy and slide across the ground after, dealing a small amount of damage to all other enemies. 
* L Revenge Jump: Jump on an enemy while dealing the same amount of damage they dealt to you last turn. 
*L Critical Jump: Jump on an enemy with a 50% chance of dealing double damage.
* L HP Drain Jump: Jump on an enemy while healing the same amount of HP as the damage you deal. 
* L PP Drain Jump: Jump on an enemy while recovering the same amount of PP as the damage you deal. 
====== Items ======
When Luigi selects Items, he can use any Items his party has collected thus far. 
====== Actions ======
When Yoshi selects Actions, he can use any Action ability he has learned thus far. Here is a list.
* Cower in Fear: Curl up into a ball and shake uncontrollably out of intense fear to appeal towards Extroverted, Introverted, Protagonistic, Impulsive, and Separated characters.
====== Strategies ======
When Luigi selects Strategies, he can Guard for the turn, do nothing, switch partners, switch characters, attempt to run away, or Quicken for the turn. 
====== Keys ======
When Luigi selects Keys, he can use the power of any Keys he has unlocked thus far. The list is up in Mario’s Keys section. 
===== Yoshi =====
With Yoshi, you can Gobble enemies, throw Eggs at enemies, use Items on enemies, use Actions, use Strategies, or use Keys. 
====== Gobble ======
Yoshi’s Gobble abilities are: 
* Gobble: Gobble up any enemy that isn’t fiery, electric, or flying. 
* Wrap Gobble: Wrap your tongue around any enemy that isn’t fiery, electric, or flying to gobble them up with increased power. 
* Spin Gobble: Wrap your tongue all the way around any enemy that isn’t fiery, electric, or flying and pull to spin them around rapidly before gobbling them up with very increased power. 
* Super Gobble: Gobble up an enemy with increased power, depending on what Gobble upgrade you have. 
* Mega Gobble: Gobble up an enemy with very increased power, depending on what Gobble upgrade you have. 
* Divine Gobble: Gobble up an enemy with maximum power, depending on what Gobble upgrade you have. 
* Gobbling Rebound: Gobble up two enemies in a row. 
* Gobbling Ricochet: Gobble up three enemies in a row. 
* Gobbling Recoil: Gobble up all enemies at once. 
* Spark Gobble: Gobble up an enemy with a 50% chance of paralyzing them. 
* Frost Gobble: Gobble up an enemy with a 50% chance of freezing them. 
* Blaze Gobble: Gobble up an enemy with a 50% chance of burning them. 
* Toxic Gobble: Gobble up an enemy with a 50% chance of poisoning them. 
* Shrink Gobble: Gobble up an enemy with a 50% chance of shrinking them. 
* Baffle Gobble: Gobble up an enemy with a 50% chance of making them confused. 
* Faint Gobble: Gobble up an enemy with a 50% chance of making them dizzy. 
* Sleepy Gobble: Gobble up an enemy with a 50% chance of putting them to sleep. 
* Shining Gobble: Gobble up an enemy with a 50% chance of blinding them. 
*Charm Gobble: Gobble up an enemy with a 50% chance of hypnotizing them.
* Super Gobble Charge: Increase the power of your next Gobble attack by 2. 
* Mega Gobble Charge: Increase the power of your next Gobble attack by 3. 
* Divine Gobble Charge: Increase the power of your next Gobble attack by 5. 
* Shatter Gobble: Gobble up an enemy while ignoring defense. 
* Quick Gobble: Gobble up an enemy first while ignoring the speed of the enemies. 
* Resist Gobble: Gobble up electric or fiery enemies without taking damage. 
* Sight Gobble: Gobble up an invisible enemy without missing. 
* Slippery Gobble: Gobble up one enemy and, when tossing them out, make them slide across the ground, dealing a small amount of damage to all other enemies. 
* Revenge Gobble: Gobble up an enemy while dealing the same amount of damage they dealt to you last turn. 
*Critical Gobble: Gobble up an enemy with a 50% chance of dealing double damage.
* HP Drain Gobble: Gobble up an enemy while healing the same amount of HP as the damage you deal. 
* PP Drain Gobble: Gobble up an enemy while recovering the same amount of PP as the damage you deal. 
* Swallow: Gobble up an enemy and, instead of tossing it out afterwards, swallow it and turn it into an egg to use for Eggs attacks. 
====== Eggs* ======
Yoshi’s Eggs abilities are: 
* Egg Toss: Toss a single egg at an enemy. 
* Ricochet Egg Toss: Toss a single egg at an enemy, but instead of losing the egg, have it bounce back to you. 
* Splinter Egg Toss: Toss a single egg at an enemy, but instead of losing the egg, have it splinter into multiple pieces that can hit other enemies. 
* Super Egg Toss: Toss a single egg at an enemy with increased power, depending on what Eggs upgrade you have. 
* Mega Egg Toss: Toss a single egg at an enemy with very increased power, depending on what Eggs upgrade you have. 
* Divine Egg Toss: Toss a single egg at an enemy with maximum power, depending on what Eggs upgrade you have. 
* Egg Toss Passage: Toss a single egg through all enemies. 
* Flaming Egg Toss: Toss a fiery egg at an enemy with a 50% chance of burning them. 
* Static Egg Toss: Toss an electric egg at an enemy with a 50% chance of paralyzing them. 
* Frozen Egg Toss: Toss an icy egg at an enemy with a 50% chance of freezing them. 
* Quake Egg Toss: Toss an egg towards the ground to cause an earthquake that hits all enemies for a small amount of damage. 
* Bouncy Egg Toss: Toss an egg at a wall and have it bounce around the battle arena, dealing damage to all enemies it hits. 
* Quick Egg Toss: Toss an egg at an enemy while ignoring the speed of the enemies. 
* Shatter Egg Toss: Toss an egg at an enemy while ignoring defense. 
* Sight Egg Toss: Toss an egg at an invisible enemy without missing. 
* Revenge Egg Toss: Toss an egg at an enemy while dealing the same amount of damage they dealt to you last turn. 
*Critical Egg Toss: Toss an egg at an enemy with a 50% chance of dealing double damage.
* HP Drain Egg Toss: Toss an egg at an enemy while healing the same amount of HP as the damage you deal. 
* PP Drain Egg Toss: Toss an egg at an enemy while recovering the same amount of PP as the damage you deal. 
* Super Egg Toss Charge: Increase the power of your next Eggs attack by 2. 
* Mega Egg Toss Charge: Increase the power of your next Eggs attack by 3. 
* Divine Egg Toss Charge: Increase the power of your next Eggs attack by 5. 
*All of Yoshi’s Eggs attack require an Egg to use. Eggs are made by using the Swallow attack in the Gobble section. In every battle, you start with zero, and using any Eggs attacks besides Ricochet Egg Toss and the Super, Mega, and Divine versions of Egg Toss after getting the Ricochet power-up for the eggs. 
====== Items ======
When Yoshi selects Items, he can use any Items his party has collected thus far. 
====== Actions ======
When Yoshi selects Actions, he can use any Action ability he has learned thus far. Here is a list.
====== Strategies ======
When Yoshi selects Strategies, he can Guard for the turn, do nothing, switch partners, switch characters, attempt to run away, or Quicken for the turn. 
====== Keys ======
When Yoshi selects Keys, he can use the power of any Keys he has unlocked thus far. The list is up in Mario’s Keys section.
==== Partners ====
Like the first three games and TOK, this game has an array of partners to choose from, each one with special abilities in and out of battle. Here is a list of partners and their abilities.
===== Magi Guy =====
Magi Guy is a Shy Guy that has learned magic over the years. You meet him in Wooded Outpost in Chapter 1. He is surprisingly bold for a Shy Guy, and can be incredibly arrogant. His Bio describes him as Extroverted, Protagonistic, Impulsive, Separated, and Offensive. He has 20-50 HP, 0 DP, 2 SP, and 5 LP. Here is a list of his moves:
* Status Bolt: Send a magical blast forward that has a 50% chance of inflicting a random status effect onto the enemy it hits.
* Arcane Spiral: Send a spiral of magic forwards that hits all enemies. This requires 2 PP.
*Curative Casting: Wash a wave of light over any character or partner, including yourself, healing them. This requires 3 PP and you gain it at level 1.
*Galvanic Bullet: Strike a single enemy with a powerful bolt of lightning that also strikes the enemies to both sides of it with half the base damage. This requires 4 PP and you gain it at level 2.
* Spirit Passage: Summon several spirits into the land of the living to rush into a single enemy. This requires 4 PP and you gain it at level 3.
* Necromantic Ray: Send a magic ray into a single enemy that deals the same amount of damage that you have dealt throughout the battle. This requires 5 PP and you gain it at level 4.
*Metallic Counter (auto): Occasionally, when an enemy tries to attack the selected character, coat the character in a protective casting of metal, nullifying half the damage when hit by a melee attack and all damage when hit with a ranged attack. This requires 0 PP and you gain it at level 5.
"So you're telling me this twerp thinks they're worthy of my skills? Hmm... I suppose they might be strong enough. But not as strong as me, no no no."
===== Bloopie =====
Bloopie is a young Blooper that has been practicing battle techniques in secret from his sheltering parents. You meet him in the Pitch Lagoon in Chapter 2. He is very shy but yearning for adventure and to get away from his overprotective family, especially his mother. His Bio describes him as Introverted, Protagonistic, Logical, Separated, and Defensive. He has 30-60 HP, 1 DP, 4 SP, and 2 LP. Here is a list of his moves:
* Blooper Barrel: Launch into a single enemy at insane speeds. This ignores the speed of all enemies.
* Murky Cloud: Launch a cloud of ink into all enemies, dealing damage. This has a 50% chance of blinding each enemy. This requires 2 PP.
* Tentacled Propeller: Use your tentacles as an engine-like thing to propel through a single enemy while ignoring speed. This requires 2 PP and you gain it at level 1.
*Marine Missile: Launch a piercing dart of water towards a single enemy, piercing all defense of the enemy. This requires 3 PP and you gain it at level 2.
* Dark Fog: Surround you and the selected character with a cloud of ink, increasing both your LP by 3. This requires 3 PP and you gain it at level 3.
*Inky Escape: Launch a cloud of ink around you and the selected character and run away from battle with an automatic 100% chance of working. This requires 2 PP and you gain it at level 4.
*Siphoning Cage: Float over a single enemy and wrap your tentacles around it like a cage, and then drain a portion of their health out of them and into you before releasing them. This requires 5 PP and you gain it at level 5.
"Hi! My name's Bloopie! What are you doing around these parts? I never thought I'd ever see someone that isn't from the lagoon!"
===== Sir Osteo =====
Sir Osteo is an old-man Dry Bones that admittedly is a bit rusty but can still hold his own. You meet him in the Sunken Heath in Chapter 3. He can be cranky but is ultimately well-meaning, searching the Heath to find his lost wife and children that were lost when the Heath sunk into the sand. His Bio describes him as Introverted, Antagonistic, Impulsive, Separated, and Offensive. He has 15-45 HP, 3 DP, 1 SP, and 3 LP. Here is a list of his moves:
* Bony Toss: Toss a bone towards a single enemy to deal damage.
* Skeletal Collapse: Collapse your bones into a skeleton to make you and the selected character not take damage for a turn. However, this takes away your next turn as you reform. This requires 2 PP.
*Sandy Sling: Throw a handful of sand into an enemy, which has a 75% chance at blinding it and a 25% chance at blinding the two enemies surrounding it. This requires 2 PP and you gain it at level 1.
* Dry Storm: Toss a storm of bones towards all enemies, dealing damage to all. This requires 3 PP and you gain it at level 2.
* Ancient Fury: Toss a bone through all enemies like a boomerang, to deal damage once to all enemies for two turns. This requires 3 PP and you gain it at level 3.
*Engulfing Quagmire: Create a trap of quicksand in between you and the enemies. If a normal ground-bound enemy walks over the trap, they automatically die. If a ground-bound boss walks over the trap, they get dealt 25 damage. Keep in mind that this will do the same as it does to bosses if a partner or the selected character walks over the trap instead. This requires 5 PP and you gain it at level 4.
*Regenerative Demise (auto): On death, automatically come back to life with 1 health. This only works once per battle and you do lose the turn after being regenerated. This requires 0 PP and you gain it at level 5.
"Don't you talk to an elder like that! I may be old, but I can still fight!"
===== Buster =====
Buster is a Bully champion in the Clash Crater, fighting for the power of the Time Key. You meet him in the Clash Crater in Chapter 5. He is very aggressive and incredibly stubborn, but can also be empathetic given that he only wants the Time Key to bring back his brother that died from fighting against Dama. His Bio describes him as Introverted, Protagonistic, Impulsive, Separated, and Offensive. He has 25-55 HP, 5 DP, 0 SP, and 1 LP. Here is a list of his moves:
* Bully Smash: Rush into a single enemy, knocking them slightly backwards, dealing a small amount of damage to the enemy behind them.
* Tormenting Thrust: Shove a single enemy with extreme force into all other enemies. This requires 2 PP.
*Violent Slam: Rush towards the enemies and slam down on the ground in the middle of the enemies, dealing high damage to the main enemy he hits and moderate damage to all other enemies around it. This requires 2 PP and you gain it at level 1.
*Super Shove: Shove yourself so hard into a single enemy that they have a 50% chance of being shoved out of the battle entirely. This requires 5 PP and you gain it at level 2. Does not work on bosses.
* Toughen Up: Increase your or the selected character's AP by 3 for a turn. This requires 3 PP and you gain it at level 3.
* Tyrant Glare: Stare down all enemies with a look of intimidation to decrease their AP, DP, and SP by 1. This requires 4 PP and you gain it at level 4.
*Bludgeoning Bulldoze: Shove yourself so hard through all enemies that they get launched in the air, causing them to deal extra damage when they hit the ground. This requires 4 PP and you gain it at level 5.
"Sorry, kid, but that's how this place works. You don't think you can cut it, you don't get the key."
===== Herb Redwood =====
Herb Redwood is a Piranha Plant and adventurer that is exploring the Carnelian Labyrinth in Chapter 6 to uncover secrets about the Golden Gallery and those that might reside within. He is pretty oblivious to his surroundings and can get a tad blinded by greed at times. He is also surprisingly fast for a Piranha Plant, having learned how to move his pot around as quickly as possible. His Bio describes him as Extroverted, Protagonistic, Logical, Separated, and Defensive. He has 35-65 HP, 2 DP, 4 SP, and 2 LP. Here is a list of his moves:
* Piranha Chomp: Go up to an enemy and chomp it, stealing a small amount of its HP.
* Underground Strike: Go underneath the ground to strike an enemy from below. This takes a turn to do, so you cannot be targeted while doing this attack. It requires 3 PP.
*Flaming Round: Spit a ball of fire towards a single enemy that has a 50% chance of burning them. This requires 2 PP and you gain it at level 1.
*Noxious Breath: Go up to an enemy and spew a cloud of poison onto them that has a 95% chance of poisoning them and also affects the enemy behind it. This requires 3 PP and you gain it at level 2.
* Leafy Swivel: Increase your or the selected character's LP by 2 for a turn. This requires 3 PP and you gain it at level 3.
* Grinding Crunch: Chomp any enemy, but simply swallow it instead, killing it and recovering about half the health the enemy had. This requires 7 PP and you gain it at level 4. Does not work on bosses.
*Rebound Spit (auto): Occasionally, when any enemy attacks you with a ranged attack, open up your mouth and spit the projectile back at them. This requires 0 PP and you gain it at level 5.
"This place.... It's secrets.... A whole treasure trove of excitement to be uncovered! I can't wait!"
===== Magnus Acacius =====
Magnus Acacius is a Monty Mole and a self-proclaimed spy working to uncover the mystery of the Blanketed Grove in Chapter 7. He is very extravagant and dramatic, and also a tad self-absorbed, but beneath all that flair, he is actually a very nervous person, worrying that he doesn't actually fit the role he's created for himself. His bio describes him as Extroverted, Antagonistic, Impulsive, Separated, and Offensive. He has 40-70 HP, 0 DP, 3 SP, and 1 LP. Here is a list of his moves.
* Terran Leap: Jump up out of the ground in front of an enemy, and from there onto it, dealing damage.
* Dusty Toss: Toss an array of dirt, dust, and rocks towards all enemies, dealing damage with a 25% chance of blinding each enemy. This requires 2 PP.
*Detective Skills (auto): Occasionally use your skills as a self-proclaimed detective to see what all enemies will do on the next turn, initiating just before the selected character's turn. This requires 0 PP and you gain it at level 1.
*Bodily Cleansing: Shake some dirt and dust off of yourself, slightly healing yourself every turn after your turn ends for 3 turns. This requires 3 PP and you gain it at level 2.
* Obsidian Guard: Increase your or the selected character's DP by 3 for a turn. This does stack with Guards. This requires 3 PP and you gain it at level 3.
* Boulder Barrier: Lift up a large boulder in front of the selected character, which allows them to evade damage for three turns. However, due to the exhaustion coming from lifting a boulder, this takes away your turn for two turns. This requires 4 PP and you gain it at level 4.
*Gaia's Fury: Summon a large rockslide that slides past you and the selected character and tumbles through all enemies, dealing high damage. However, in doing so, several loose rocks damage you and the selected character, dealing a medium amount of damage to both of you. This requires 6 PP and you gain it at level 5.
"Ahem.... The name's Magnus Acacius, and I am here to uncover the mystery of this place! And you are trespassing here and likely getting fingerprints all over some valuable evidence!"
===== Ninjia =====
Ninjia is a Ninji and the bottom of her Ninja studies at the Illusory Empire in Chapter 8. She is self-conscious about her skills, but much more powerful than she gives herself credit for. Her bio describes her as Introverted, Protagonistic, Logical, Separated, and Defensive. She has 45-75 HP, 2 DP, 5 SP, and 3 LP. Here is a list of her moves.
* Shuriken Toss: Toss a single shuriken into a single enemy.
* Poof Away: Disappear into a small cloud before instantly appearing in front of any enemy and attacking them, ignoring their LP. This requires 2 PP.
*Bluffing Blow: Walk up to the enemy in the front and make it seem as if you're going to attack it, but instead attack another enemy, lowering its defense and ignoring their LP. This requires 2 PP and you gain it at level 1. Does not work in battles with only one enemy.
*Invisible Flurry: Disappear into a small cloud and quickly go to every enemy and attack them, ignoring their LP and SP. This requires 4 PP and you gain it at level 2.
* Hurry Up: Increase your or the selected character's SP by 3 for a turn. This does stack with Quickens. This requires 3 PP and you gain it at level 3.
*Decoy Employment: Create a decoy of either you or the selected character that enemies will attack instead of you or the selected character. The decoys can take three hits before being destroyed. However, ranged attacks will target the actual selected character or you instead, and area attacks will still damage you, the selected character and the decoy. This requires 3 PP and you gain it at level 4.
* Vanish (auto): Occasionally, when an enemy tries to attack you, instead vanish out of thin air and automatically evade the attack. This requires 0 PP and you gain it at level 5.
"Ugh, I'll never be good enough. Every day it's training, training training and it always goes the same."
===== Billette =====
Billette is a Bullet Bill and a member of the Council in the Serpent Spire in Chapter 9. She has a temper and is very impatient, and can generally get very emotional. Her bio describes her as Introverted, Antagonistic, Logical, Separated, and Defensive. She has 25-55 HP, 4 DP, 3 SP, and 1 LP. Here is a list of her moves:
* Bullet Fling: Launch yourself towards a single enemy to deal damage.
* Bombshell Torpedo: Launch yourself through all enemies. This requires 2 PP.
*Dizzying Onslaught: Launch yourself through all enemies, dealing damage and having a 50% chance to make each one dizzy. This requires 3 PP and you gain it at level 1.
*Sacrificial Explosion: Explode yourself into a single enemy to deal a lot of damage while taking medium damage as well. This requires 2 PP and you gain it at level 2.
*Missile Blitz: Explode yourself through all enemies while taking medium damage yourself. This requires 3 PP and you gain it at level 3.
*Volcanic Trigger: Explode yourself into the ground, dealing medium damage to yourself and sending shockwaves through the ground that trigger a volcano that explodes, making lava rain onto all enemies after 3 turns, which has a 95% chance of burning each one. This requires 4 PP and you gain it at level 4.
*Nuclear Bombardment: Send an army of Bullet Bills towards all enemies, creating a gigantic explosion that greatly damages all enemies and deals a high amount of damage to you and the selected character as well. This requires 5 PP and you gain it at level 5.
"What do you mean you plead 'Not Guilty?' You were the only person without an alibi. Don't go thinking you'll ever escape my line of sight."
==== Actions ====
During the selected character's turn (Not the selected partner's), you can choose the option Actions instead of fighting or otherwise. Throughout your adventure, you will collect several different Actions for the characters to use.
By using these Actions in battle, you can either increase or decrease your Bond with an enemy. By using Actions that appeal towards one of the parts of their Bio, your Bond will increase by 5. By using ones that appeal towards two of the parts, your Bond will increase by 10, Actions that appeal towards 3 parts 15, etc. The most Bond that can be gained within a turn is 30. 20 for the first three and last parts, and 10 if the enemy is Separated and it appeals towards that enemy type.
By using actions that do not appeal towards any parts of the enemy's personality, your bond with them will decrease by 10. The lowest Bond you can form with an enemy is -100, and the biggest is 100. If it reaches -100, they will rush towards you in a fit of hatred, dealing damage while ignoring your SP and leaving the battle. This does not release Dama's grip on them.
If your Bond with them reaches 100, Dama's grip on them will be released for a time, and they will attack all other enemies automatically before fleeing from the battle. The different parts of an enemy's personality are:
* Introverted/Extroverted. This determines their general demeanor and how they interact with the other enemies. Introverted enemies are less likely to do Group attacks, and Extroverted enemies are more likely to. Also, Introverted enemies tend to show up in battles with smaller amounts of other enemies in them.
* Protagonistic/Antagonistic. This determines the major aspects of their personality (you know how enemies would talk during battle while you picked your cards in Color Splash? Well they do it again in this game, and this aspect of their personality determines what kinds of things they say).
* Impulsive/Logical. This determines the more minor aspects of their personality (this doesn't determine what they say the way Pro/An does, but it can slightly change the things that they say, usually just a couple words).
* Separated/Attached. This determines their attachment to Dama. a Separated enemy would be easier to increase the Bond of (you gain 5 extra bond with a Separated enemy when using actions on them), and an Attached enemy would be harder to increase the Bond of (you gain 5 less bond with an Attached enemy when using actions on them).
* Offensive/Defensive. This determines how they act in battle. Offensive enemies will focus on trying to defeat you as fast as possible, while Defensive enemies will focus on keeping you from defeating them.
Through the Actions, it is possible to complete the game without attacking any enemies besides the Toads at the beginning (because you won't have gained any actions yet) and the bosses (because the whole point of bosses would be ruined if you didn't have to fight them. Also most of them aren't controlled by Dama anyway and Dama herself is a boss soooooooo).
Every character has various Actions that you gain throughout the game through Action scrolls that, when picked up, teaches a specific character a new action. The Actions a character can use in battle are detailed in the Characters section of the Battle section.
==== Abilities ====
Every character has an array of abilities. Mario has his Jump and Hammer, Peach has her Parasol, Bowser has his Stomp and Fire, Toadette has her Rush, Luigi also has his Jump, and Yoshi has his Gobble and Eggs. But the thing is, the majority of the separate abilities in these sections (outside Bowser's Fire and Yoshi's Eggs) are very similar. This is done through the art of Drafting.
When a certain skill is unlocked (as in the thing that the ability allows you to do in that section), including but not limited to the Spark skill and the Mega Charge skill, the Skill can be applied to a certain character's ability moveset through Drafting. For example, if you draft the Shatter skill to Peach's Parasol, she gains the ability Shatter Smack.
The only real exceptions are Bowser's Fire, Yoshi's Eggs, and the base abilities a moveset has. Fire and Eggs each have their own special abilities that don't carry over to other movesets, such as Bouncy Egg Toss and Lasting Fire. As for the base abilities, those are unlocked through upgrades.
Once you unlock a character, you gain immediate access to their moveset(s), both in and out of battle. In battle, this means you have one option for every moveset they have. For example, once you unlock Bowser, you only have access to Stomp and Red Fire Breath, but through Drafting and finding upgrades, you can gain extra abilities for both movesets.
Every upgrade provides a different boost both in and out of battle. For example, once you unlock Luigi's L High Jump ability, you can not only use that ability in battle, but also be able to access new areas and things in the overworld.
==== Stats/EXP ====
This game finally brings back the EXP mechanic from the first three games. By collecting a certain amount of something called Golden Shards, you level up and a certain stat is upgraded.
Golden Shards are little bits of golden dust that Dama carried over from the Golden Gallery, and when controlling the enemy, she left a tiny bit of this golden dust on them. By defeating them or reaching the 100 bond, they leave the dust behind for the selected character to collect. There are also deposits of Golden Shards that can be found throughout the game that give the selected character a hefty boost in their leveling-up quest. The majority of non-boss enemies give 2-3 Golden Shards when defeated or when the 100 bond has been formed, but battling the enemy again after Dama re-controls them will not give any Golden Shards.
Once the selected character collects 100 Golden Shards, one of their stats is increased. HP (the amount of hits you can take before a game over), AP (the amount of damage your attacks deal), DP (the amount of damage dealt to you that is canceled out automatically), SP (whether you, your partner or an enemy goes first in battle), LP (the chance that you automatically evade any attack in battle), or KP (the amount of Skills you can have equipped at a time).
When HP is leveled up, your total HP increases by 5. When KP is leveled up, your total KP increases by 3. When AP, DP, SP, or LP are leveled up, your total for any of these increases by .2, so not to make the system totally broken. Overall, you can increase your HP to a total of 60, your KP to a total of 33, and your totals for AP, DP, SP, and LP up by 2.
Leveling up also happens to partners. Once you complete a battle, whatever partner you have equipped will also gain the Golden Shards. Every partner can level up a maximum of 5 times each, and every time they level up, they both get either their HP, AP, DP, SP or LP leveled up (you can't equip Skills onto your partners so no KP) and they learn a new move, which is either a normal move that they can select on their turn or an automatic move that happens occasionally or when a specific things happens in battle.
Once all partners are at the maximum level, they stop gaining Golden Shards when battles end.
==== Action Commands ====
Every single attack has a different action commands. Most of the attacks for the different movesets have the same action command, fortunately, so I will now go over each action command.
(Note: For partners that have automatic abilities, the automatic abilities require no action command, as they happen automatically without the player's control over when they happen, albeit slightly with the exception of Regenerative Demise. This is also the reason why they require no MP to use)
===== Characters =====
====== Jump ======
For Mario and Luigi's Jump attacks, you simply must press A at the right time(s) to jump on an enemy a second time, or more. This is the case for every Jump attack besides the Charge abilities, which have no action command.
====== Hammer ======
For Mario's Hammer attacks, you must hold the left joystick left and release at the right time. This is the case for every Hammer attack besides the Multihammers, as those require you to release every time a circle lights up.
====== Parasol ======
For Peach's Parasol attacks, you must hold A and release when the circle lights up. This is the case for every Parasol attack.
====== Stomp ======
For Bowser's Stomp attacks, you must quickly tilt the left joystick in the direction that pops up right before Bowser hits the enemy.
====== Fire ======
For Bowser's Fire attacks, you must press A a maximum of five times with the right timing. About half a second is given between required timings. This is the case for every Fire attack besides Fire Charge, which has no action command.
====== Rush ======
For Toadette's Rush attacks, you must spam A as rapidly as possible. This is the case for every Rush attack.
====== Gobble ======
For Yoshi's Gobble attacks, you must rotate the left joystick as fast as possible. This is the case for every Gobble attack.
====== Eggs ======
For Yoshi's Egg attacks, you must tilt the left joystick left as many times in a row as possible. This is the case for every Eggs attack.
===== Partners =====
====== Magi Guy ======
For Magi Guy's Status Bolt attack, you must press A at the right times. For his Arcane Spiral attack, you must rotate the left joystick as fast as possible. For his Curative Casting attack, you must hold A for the right intervals of time. For his Galvanic Bullet attack, you must spam A as fast as possible for the right amount of time. For his Spirit Passage attack, you must tilt the left joystick in the right directions at the right times. And for his Necromantic ray attack, you must press A at the right times.
====== Bloopie ======
For Bloopie's Blooper Barrel attack, you must hold the left joystick left until the arrow that appears points towards the enemy. For his Murky Cloud attack, you must hold A for the right amount of time. For his Tentacled Propeller attack, you must spam A as rapidly as possible. For his Marine Missile attack, you must press A at the two right times. His Inky Escape attack does not require an action command. For his Dark Fog attack, you must spam the right buttons as rapidly as possible. And for his Siphoning Cage attack, you must rotate the left joystick as fast as possible while also pressing A at the right times.
====== Sir Osteo ======
For Sir Osteo's Bony Toss attack, you must hold the left joystick left for the right amount of time. His Skeletal Collapse attack does not require an action command. For his Sandy Sling attack you must rotate the left joystick as fast as possible. For his Dry Storm attack, you must tilt the left joystick left as many times in a row as possible. For his Ancient Fury attack, you must tilt the left joystick left and right as many times as possible. And for his Engulfing Quagmire attack, you must hold A for the right intervals of time.
====== Buster ======
For Buster's Bully Smack attack, you must tilt the left joystick left at the right times. For his Tormenting Thrust attack, you must rotate the left joystick as fast as possible. For his Violent Slam attack, you must spam A as fast as possible and then press A at the right time. His Super Shove attack does not require an action command. For his Toughen Up attack, you must spam both A and B at the same time and as rapidly as possible. For his Tyrant Glare attack, you must tilt the left joystick right and press A at the same time and at the right time. And for his Bludgeoning Bulldoze attack, you must spam A as fast as possible while also rotating the left joystick left as fast as possible.
====== Herb Redwood ======
For Herb's Piranha Chomp attack, you must press A at the right time. For his Underground Strike attack, you must quickly tilt the left joystick in the right direction and at the right time. For his Flaming Round attack, you must press A at the two right times. For his Noxious Breath attack, you must hold A for the right amount of time. For his Leafy Swivel attack, you must press the right buttons as fast as possible. And for his Grinding Crunch attack, you must hold and stop holding A at the right times.
====== Magnus Acacius ======
For Magnus's Terran Leap attack, you must press A at the right times. For his Dusty Toss attack, you must tilt the left joystick up and down as many times as possible. For his Bodily Cleansing attack, you must spam A as fast as possible for the right amount of time. For his Obsidian Guard attack, you must hold A for the right amount of time and tilt the left joystick left enough times. For his Boulder Barrier attack, you must spam A as rapidly as possible. And for his Gaia's Fury attack, you must tilt the left joystick left as many times as possible while also spamming A as fast as possible.
====== Ninjia ======
For Ninjia's Shuriken Toss attack, you must press A and tilt the left joystick left at the right times. For her Poof Away attack, you must tilt the left joystick in the right directions as fast as possible. For her Bluffing Blow attack, you must press A at the two right times. For her Invisible Flurry attack, you must tilt the left joystick left for the right amount of time, and then spam A as rapidly as possible. For her Hurry Up attack, you must spam the right buttons as rapidly as possible. For her Invisible Flurry attack, you must tilt the left joystick left for the right amount of time, and then spam A as rapidly as possible. And for her Decoy Employment attack, you must press the right buttons at the right times.
====== Billette ======
For Billette's Bullet Fling attack, you must hold the left joystick left for the right amount of time and press A at the right time. For her Bombshell Torpedo attack, you must rotate the left joystick as fast as possible while pressing the right buttons in the right order. For her Dizzying Onslaught attack, you must rotate the left joystick left and right joystick right as fast as possible. For her Sacrificial Explosion attack, you must hold A for the right amount of time and tilt the left joystick in the right direction and at the right time. For her Missile Blitz attack, you must hold and stop holding A at the right times, as well as tilt the left joystick left for the right amount of time. For her Volcanic Trigger attack, you must press A and B at the right times alternatingly. And for her Nuclear Bombardment attack, you must spam the right buttons as fast as possible at the right times.
===== Strategies =====
====== Running Away ======
To run away, you simply must spam A as rapidly as possible.
====== Guarding ======
To guard, you must hold and stop holding A at the right times.
====== Quickening ======
To quicken, you must rotate the left joystick left as fast as possible.
==== Status Effects ====
In the game, there are three categories of status effect: In-Battle Status Effects, Out-Of-Battle Status Effects, and All-Around Status Effects. In-Battle Status Effects are status effects that only effect the selected character or partner during a battle, Out-Of-Battle Status Effects are status effects that only effect the selected character or partner out of a battle, and All-Around Status Effects are status effects that effect the selected character or partner both in and out of battle.
===== In-Battle Status Effects =====
====== Paralyzed ======
When you get paralyzed, you lose the ability to attack or use items for 3 turns. It is the same for enemies. With the Spark Skill, you have a 50% chance of paralyzing any enemy. By using a physical attack on an electric enemy or getting hit by an attack that can inflict it, this status effect is inflicted.
====== Shocked ======
The shocked status effect is basically a more tame version of paralyzed. It reduces the loss to 1 turn, and doesn't have a Skill that can be used to inflict it.
====== Burned ======
When you get burned, you take 1 damage every turn for 3 turns. It is the same for enemies. With the Blaze Skill, you have a 50% chance of burning any enemy. By using a physical attack on a fiery enemy or getting hit by an attack that can inflict it, this status effect is inflicted.
====== Heated ======
The heated status effect is basically a more tame version of burned. It makes you only take the 1 damage once, and doesn't have a Skill that can be used to inflict it.
====== Frozen ======
When you get frozen, you lose one turn and take 3 damage when it wears off. It is the same for enemies. With the Frost Skill, you have a 50% chance of freezing any enemy. By using a physical attack on an icy enemy or getting hit by an attack that can inflict it, this status effect is inflicted.
====== Chilly ======
The chilly status effect is basically a more tame version of frozen. It takes away the loss of a turn and reduces the damage you take to 1, and doesn't have a Skill that can be used to inflict it.
====== Poisoned ======
When you get poisoned, you take 1 damage every turn for 6 turns. It is the same for enemies. With the Toxic Skill, you have a 50% chance of poisoning any enemy. By getting hit by an attack that can inflict it, this status effect is inflicted.
====== Ill ======
The ill status effect is basically a more tame version of poisoned. It makes you only take the 1 damage for 3 turns, and doesn't have a Skill that can be used to inflict it.
====== Shrunk ======
When you get shrunk, your attack power it reduced by half for 3 turns. It is the same for enemies. With the Shrink Skill, you have a 50% chance of shrinking any enemy. By getting hit by an attack that can inflict it, this status effect is inflicted.
====== Short ======
The short status effect is basically a more tame version of shrunk. It only reduces your attack power by 1/4, and doesn't have a Skill that can be used to inflict it.
====== Confused ======
When you get confused, you lose the ability to do attack or use items for 3 turns. It is the same for enemies. With the Baffle Skill, you have a 50% chance of confusing any enemy. By getting hit by an attack that can inflict it, this status effect is inflicted.
====== Bewildered ======
The bewildered status effect is basically a more tame version of confused. It reduces the turns you lose to 2, and doesn't have a Skill that can be used to inflict it.
====== Dizzy ======
When you get dizzy, you have a 50% chance of attacking your partner or the selected character for 3 turns, depending on who gets dizzy. It is the same for enemies. With the Faint Skill, you have a 50% chance of making any enemy dizzy. By getting hit by an attack that can inflict it, this status effect is inflicted.
====== Dazed ======
The dazed status effect is basically a more tame version of dizzy. It reduces the turns it effects you to 2 and the chance of you hitting your ally to 25%, and doesn't have a Skill that can be used to inflict it.
====== Asleep ======
When you fall asleep, you lose the ability to do anything for 3 turns. It is the same for enemies. With the Sleepy Skill, you have a 50% chance of putting any enemy to sleep. By getting hit by an attack that can inflict it, this status effect is inflicted.
====== Drowsy ======
The drowsy status effect is basically a more tame version of asleep. It reduces the turns you lose to 2, and doesn't have a Skill that can be used to inflict it.
====== Blinded ======
When you get blinded, you gain a 50% chance of missing any attack. It is the same for enemies. With the Shining Skill, you have a 50% chance of blinding any enemy. By getting hit by an attack that can inflict it, this status effect is inflicted.
====== Stunned ======
The stunned status effect is basically a more tame version of blinded. It reduces the chance of you missing to 25%, and doesn't have a Skill that can be used to inflict it.
====== Hypnotized ======
When you get hypnotized, you will attack your ally every time you try to attack for 3 turns. With the Charm Skill, you have a 50% chance of hypnotizing any enemy. By getting hit by an attack that can inflict it, this status effect is inflicted.
====== Enchanted ======
The enchanted status effect is basically a more tame version of hypnotized. It reduces the chance of you hitting your ally to 75%, and doesn't have a Skill that can be used to inflict it.
=== Outside Battle ===
Outside of battles, there are many gameplay mechanics that come into play. I will go over each one here.
==== Platforming ====
Like pretty much every Paper Mario game so far, there is some sort of platforming aspect. And within the platforming, every character and partner comes into play.
===== Characters =====
====== Mario ======
Outside of battle, Mario can Hammer blocks and enemies to open paths, collect and use items, and first-strike enemies, as well as Jump to platform upwards, hit blocks, and first-strike enemies. He can also use Aril to gain a hint about his surroundings.
Once Mario gains his first Hammer upgrade, he can break tougher blocks, same with his second. Once he gains his first Jump upgrade, he can jump higher, same with his second.
====== Peach ======
Outside of battle, Peach can Float with her parasol to cover extra horizontal ground, as well as Smack things with her parasol to first-strike enemies and knock things backward.
Once Peach gains her first Parasol upgrade, she can Smack things while floating, and once she gains her second, she can Smack multiple things at once, as well as Smack them further.
====== Bowser ======
Outside of battle, Bowser can Stomp on things to break unstable flooring and first-strike enemies, as well as burn plants, ice, and metallic objects with his Fire.
Once Bowser gains his first Stomp upgrade, he can breaks sturdier floors, same with his second. Once he gains his first Fire upgrade, he can burn metallic objects, and with his second, he can light up even surfaces that can't be burned and let the fire spread upwards to flammable objects Bowser couldn't normally reach.
====== Toadette ======
Outside of battle, Toadette can Rush forwards to very quickly cover a large amount of ground, as well as rush through certain barriers. She also has somewhat floaty jumps.
Once Toadette gains her first Rush upgrade, she can rush through glass or laser barrier without being blocked off or taking damage, and once she gains her second, she can almost instantly rush forwards to quickly avoid almost anything.
====== Luigi ======
Outside of battle, Luigi can Jump just like Mario to do the same things Mario can with his jump, but naturally jumps higher.
Once Luigi gains his first Jump upgrade, he can launch himself upwards to get to very high-up locations. Once he gains his second, he can jump forwards over a long distance to go across pits.
====== Yoshi ======
Outside of battle, Yoshi can Gobble up objects as well as toss Eggs towards enemies and walls. He also has the ability to stall in the air with his Flutter Jump.
Once Yoshi gains his first Gobble upgrade, he can wrap his tongue around any thin enough object to reach past certain barriers and hold himself in place, and once he gains his second, he can grab any thin enough object and pull it out of whatever it's connected to to allow passage. Once he gains his first Eggs upgrade, he can aim his eggs so that they bounce off the wall and reach otherwise unreachable places, and once he gains his second, he can throw an egg at just the right angle so that it splinters into many pieces to reach multiple areas.
===== Partners =====
====== Magi Guy ======
Outside of battle, Magi Guy can send a magic blast a short distance in any direction to hit things from afar and first-strike enemies.
====== Bloopie ======
Outside of battle, Bloopie can be used to sail across water and even climb up waterfalls.
====== Sir Osteo ======
Outside of battle, Sir Osteo can collapse himself into a skeleton to evade detection from enemies and otherwise.
====== Buster ======
Outside of battle, Buster can charge forwards to break cracked walls.
====== Herb Redwood ======
Outside of battle, Herb can travel underneath the ground to go past most walls.
====== Magnus Acacius ======
Outside of battle, Magnus can lift up large objects from underneath the ground for a short period of time.
====== Ninjia ======
Outside of battle, Ninjia can poof a certain distance upwards to reach areas you wouldn't be able to access otherwise.
====== Billette ======
Outside of battle, Billette can be used to go over hazards such as spikes or lava for a short period of time without taking damage.
==== Puzzles ====
Like every other Paper Mario game, there is a puzzle aspect to the game. Since there are so many, I will go over the areas and the general type of puzzle you will find there.
===== Wooded Outpost =====
In Chapter 1, you find yourself in the upbeat Wooded Outpost looking for the Strength Key. In this area, you'll find multiple blocks to hit with Mario and high-up objects to knock down with Magi Guy. Overall, pretty basic puzzles that help you learn the game's mechanics.
===== Shaded Garrison =====
Towards the end of Chapter 1, you'll find yourself looking through the strangely abandoned Shaded Garrison to look for the Strength Key. In this area, you'll find multiple passages to shoot through with Magi Guy and a multitude of key items to find. This definitely amps up the difficulty of the puzzles a bit, but not by much.
===== Pitch Lagoon =====
At the start of Chapter 2, you'll find yourself traveling through the eerie Pitch Lagoon to find the Dimensional Key. Here, you'll find plenty of water surfaces to travel over with Bloopie, some hidden rooms to find, and might even have to try going into the water at some points.
===== Dusky Trench =====
Towards the end of Chapter 2, you'll find yourself traversing the deepest part of the Lagoon, the pitch-black Dusky Trench. Here, you'll have to make your way through the darkness and have to uncover secret rooms and items while barely being able to see.
===== Sunken Heath =====
All throughout Chapter 3, you'll find yourself in a kingdom that has recently been sunken into the sand. Here, you'll have to break and hit blocks with Mario, float around with Peach, hit high-up objects with Magi-Guy, float across mostly dried-up water with Bloopie, and evade the ancient security systems with Sir Osteo.
===== Glacial Ridge =====
At the start of Chapter 4, you'll find yourself in the frozen-over Glacial Ridge, a place that was once a flourishing outpost for travelers everywhere. Here, you'll have to do all the standard block-breaking, floating, going over water, knocking things down, and uncovering secrets.
===== Arctic Gorge =====
Towards the end of Chapter 4, you'll find yourself in the icy Arctic Gorge, a place that was once a completely dry valley that separated the Heath and the Crater. Here, you'll have to melt ice and break unstable ground with Bowser, jump around the Gorge with Mario, float around and smack things with Peach, and use your multiple partners for other puzzles.
===== Clash Crater =====
All throughout Chapter 5, you'll find yourself in a large crater in the desert that holds both the Heath and the Ridge. In this crater, people battle each other until they either die or withdraw, and once someone makes it to the top, they get the Time Key. Here, you'll have to do all the regular things with your characters and partners, and also have to sneak around the crater to find out who the reclusive person is that currently possesses the Time Key.
===== Carnelian Labyrinth =====
All throughout Chapter 6, you'll find yourself in a large maze tucked into a pocket dimension infinitely folding in on itself, making navigating the maze near-impossible. You'll have to break things with Mario, Bowser, Magi Guy and Buster, cover long distances with Peach and Bloopie, and evade obstacles with Sir Osteo and Herb Redwood. You'll also have to try and understand the patterns of the labyrinth, which can be a bit tricky at first.
===== Blanketed Grove =====
At the beginning of Chapter 7, you'll find yourself in a large grove blanketed in mist called the Blanketed Grove. The mist can mess with your mind, so that it creates illusions that drag you into traps. You must use Toadette to rush past these illusions, Magnus Acacius to lift up large objects to open up paths, and the other characters and partners to do the things they usually do.
===== Silent Orchard =====
Towards the end of Chapter 7, you'll find yourself in a creepily silent orchard at the deepest part of the Grove. This is probably the smallest area in the game, but also one of the most puzzle-based. Basically, you have three rooms in the Orchard, each with multiple puzzles. Every room relies on a different base mechanic.
====== Room 1 ======
The first room relies mostly on the moveset mechanic, and utilizes every character and partner's moveset you have gained so far. There are trees to burn with Bowser, ponds to swim across with Bloopie, things to knock down with Magi Guy, blocks to Hammer with Mario, things to Rush through with Toadette, boulders to lift with Magnus, walls to pass under with Herb, cracked walls to break with Buster, things to float over with Peach, and things to evade with Osteo.
====== Room 2 ======
The second room relies mostly on the platforming mechanic. It has several platforming challenges, including jumping onto tiny platforms, scaling a particularly large tree, and even an obstacle course to Rush through with Toadette.
====== Room 3 ======
The third room is the most puzzle-based room of them all, and has a multitude of puzzles for you to solve, whether it be looking at the flowers to determine what color five blocks should be, or using some dialogue of Magnus and Toadette's prior in the chapter to figure out what random spot on the ground to Hammer with Mario. Completing all the puzzles in every room unlocks a fourth room in the center, which holds the chapter boss.
===== Illusory Empire =====
At the beginning of Chapter 8, you'll find yourself in a large empire ruled by Ninjis. Here, you must fully utilize your skills so far, both in terms of puzzle-solving skills and in terms of platforming. You must use knowledge from the opposite side of the map to open doors, poof upwards with Ninjia at the perfect time after falling off ledges, and angling the large mirrors placed all throughout the empire to create a sort of illusion resembling a Draggodon to scare away the guards protecting the doors to the Illusive Shrine.
===== Illusive Shrine =====
Towards the end of Chapter 8, you'll find yourself in a heavily protected shrine at the center of the Illusory Empire that holds Ninjin, the ruler of the empire. You must use the previous knowledge of mirrors from the Empire and opening/closing the right parts of the ceiling of each floor to perfectly balance the light and darkness of the shrine.
===== Serpent Spire =====
All throughout Chapter 9, you'll find yourself in one of four tall towers surrounding the Empire, each one resembling a different mythical creature (Serpent Spire, Phoenix Pillar, Chimera Column, and Siren Steeple). The southern tower, the Serpent Spire, is the home of a Council that determines the punishment for those that break the law. Here, you'll have to traverse the many floors of the Spire, using your many characters and partners to determine whether or not Bonnie, a Boo, is truly the culprit that has been attacking the other three towers without being seen.
===== Peach's Castle =====
All throughout chapter 10, you'll find yourself in Peach's Castle, trying to navigate the many rooms that have been randomly shifting under Dama's control. Since this is the only chapter in which you'll have access to all 6 characters and all 8 partners, it has some very complex puzzles, including using Yoshi's eggs and Flutter to hit targets and open doors and using Bowser's Fire and Billette at the same time to quickly get out of a room that is very quickly being overgrown with thorny vines.
== World ==
=== Areas ===
While I did sort of go over the areas in the Puzzle section of the Gameplay, I thought I might as well add more detail to the areas themselves, rather than just what types of puzzles they have in them. I'll go over the lore of each area, the description given by the map, and how it flows into the map.
==== Wooded Outpost ====
The Wooded Outpost is the first area you'll go through. It is where you find Magi Guy, and the place leading up to the Shaded Garrison.
The Outpost is a long-lost place where warriors once found salvation during an ancient war. It has since been reduced to a small rural town, but the remnants of the war are still there. The majority is a bunch of small houses and shop booths, but there are still a few turrets and bomb shelters from the war.
The description is: In this small town, you'll find remnants of an ancient war from long ago. While it has since been reduced into a rural outpost, the effects of the war are still there.
It is part of the larger Southwestern Third of the map.
==== Shaded Garrison ====
The Shaded Garrison is another remnant of the ancient war. It is where you find the Strength Key and battle the Lifeless Fighter.
The Garrison is a place that once was habited by the same people that habited the Outpost, but has since been strangely abandoned. There are many rumors from the people from the Outpost that it is haunted by a soldier from the war that has since been turned into a spirit, and believes the war is still going on.
The description is: This spookily abandoned garrison was once the last stand against the other side of the war. There are rumors that those that lost their lives in here still remain as spirits, killing all who enter in the belief that the war never ended.
It is part of the larger Southwestern Third of the map.
==== Pitch Lagoon ====
The Pitch Lagoon is another remnant of the ancient war. It is where you find Bloopie, and the place leading up to the Dusky Trench.
The Pitch Lagoon is found past the Garrison, and supposedly one of the key elements in the war. While there are not as many remnants of the war, it has largely been abandoned since the war and all who fought in it ended. The only people still living here are a family of Bloopers that have never gone above the surface since the Lagoon was taken.
The description is: This gloomy lagoon was once vital in the ancient war, but has since been abandoned by all but a small family of Bloopers. It has been long covered in a pitch black haze, and the few that remain have never seen the true light of day.
It is part of the larger Southwestern Third of the map.
==== Dusky Trench ====
The Dusky Trench is another remnant of the ancient war. It is where you find the Dimensional Key and battle the Great Leviathan.
The Dusky Trench is largely an extension of the Lagoon. It is a place where the Lagoon dips down into a near-endless trench. In the deeper areas, there isn't even anything resembling a life form, which could either be the lack of sunlight or something else. The only thing alive is the Great Leviathan, a gigantic squid-like thing that attacks anything that gets too close.
The description is: This near-endless trench is home to almost nothing, as it goes so deep that no light can ever reach it. There are rumors of a gigantic beast lurking at the bottom, feeding on everything it can to keep itself alive.
It is part of the larger Southwestern Third of the map.
==== Sunken Heath ====
The Sunken Heath is a kingdom in the depths of the desert to the west of the Ridge that has mysteriously sunken into a cave underneath the sand. It is where you find Sir Osteo, the Thought Key and battle the Wraith of the Wastes.
The Sunken Heath was once a flourishing kingdom of Koopas that lived harmoniously under the desert heat. But, during the ancient war, a large earthquake rang out and sunk the Heath into the ground for centuries. Eventually, the only living thing that hadn't been sunken into the sand by the Wraith of the Wastes was Sir Osteo.
The description is: This old kingdom was once the home to many, but after a large earthquake from the tremors of the war, it sunk into the sand. Supposedly, the few people that didn't go mad down here were drowned in sand by a mysterious spirit.
It is part of the larger Southeastern Third of the map.
==== Glacial Ridge ====
The Glacial Ridge is an oasis for travelers of the Southeastern Third that has strangely been frozen over. It is the place leading up to the Arctic Gorge.
The Glacial Ridge was once a haven for all traveling throughout the Southeastern Third, but was mysteriously frozen over and abandoned. It served as a partition between the Heath and the Clash Crater, and blocked most from making their way into the Carnelian Labyrinth.
The description is: This place was once an oasis for travelers everywhere throughout the Southeastern Third, but has been mysteriously frozen over. According to the few brave travelers that investigated this place, there is a monster at the bottom of the Gorge keeping it frozen.
It is part of the larger Southeastern Third of the map.
==== Arctic Gorge ====
The Arctic Gorge is the gorge at the bottom of the Ridge. It is where you find the Soul Key and fight the Frozen Colossus.
The Arctic Gorge is basically an extension of the Ridge, like the Trench is to the Lagoon. It is the lowest-down part of the Glacial Ridge that only the bravest of adventurers have travelled to. The few that travelled there after it froze over apparently heard a large roar echoing from a cave within, as if a warning to stay away. It is apparently the home to the Frozen Colossus, the Great Leviathan's brother that apparently can only survive in the cold, so after centuries of suffering in the desert heat lost control and froze the Ridge.
The description is: This cryptic place is the home to many tales and myths about a monster residing within. It is at the very bottom of the Ridge, and the few brave adventurers that have travelled down here have reported loud roars and growls, as if to warn them to stay away.
It is part of the larger Southeastern Third of the map.
==== Clash Crater ====
The Clash Crater is a large crater to the east of the Ridge that was supposedly born from a particularly large meteor during a meteor storm millions of years ago. It is where you find Buster, the Time Key and battle the Veiled Beacon.
The Clash Crater is a large crater found in larger Southwestern Third. When the ten Keys were scattered, the Time Key landed in the center, and tons of people now battle for its powers. On it, a large building was built around the Key and tons of people around the world battle each other until either one person is knocked out or they forfeit.
The description is: This large crater in the middle of the desert is the home to some of the most powerful fighters in the Mushroom Kingdom. Here, these fighters will battle each other and climb the ladder until they reach the mysterious figure at the very top. But nobody has seen this figure since he first obtained the Time Key.
It is part of the larger Southeastern Third of the map.
==== Carnelian Labyrinth ====
The Carnelian Labyrinth is a pocket dimension that infinitely fold in on itself, creating a labyrinth. The entrance appears over the Glacial Ridge after the Offensive (Clash Crater) and Defensive (Sunken Heath) parts of the land unite. It is where you find Herb Redwood, the Natural Key, and battle the Perennial Entity.
The Carnelian Labyrinth is one of many known pocket dimensions. It only is accessible when the Offensive and Defensive sides of the Southeastern Third become balanced. It infinitely folds in on itself, creating a labyrinth that constantly changes in path. There is a legend that the source of all natural things can be found at the center, but is guarded by a deity that commands nature in itself.
The description is: This pocket dimension infinitely folds in on itself, creating a labyrinth with paths that constantly shift. There is supposedly an all-powerful treasure at the center, but it is impossible to get through without some sort of guide.
It is technically part of the larger Southeastern Third of the map.
==== Blanketed Grove ====
The Blanketed Grove is a gigantic forest covered in mist that separates the Southwestern, Southeastern, and Northern Thirds of the map. It is full of mist that creates illusions leading people into traps. It is where you find Magnus Acacius and the place leading up to the Silent Orchard.
The Blanketed Grove is a huge forest that starts around the Mushroom Kingdom and extends outward in three directions to separate the Thirds. The mist that covers it creates illusions that target the mind and heart of all who walk through it. These illusions will drag those who aren't smart enough into the deepest parts of the woods and off the path.
The description is: These mist-covered woods can drag even the strongest-minded into madness with its illusions that drag them into the depths of the woods. It separates the three Thirds and surrounds the Mushroom Kingdom.
It is one of the only areas to not be confined to a Third.
==== Silent Orchard ====
The Silent Orchard is a small orchard found at the deepest part of the Grove. It is located at the center of the part of the Grove that separates the Southeastern and Northern Thirds. It is where you find the Shining Key and battle the Hazemite.
The Silent Orchard is split into three rooms. One room dedicated to platforming that is the home to a multitude of apple trees, another room dedicated to puzzle solving that is the home to a multitude of orange trees, and a third room dedicated to the many movesets that is the home to a multitude of lemon trees. After solving all the puzzles in the three rooms, a room at the center of the Orchard opens up that is the home to pear trees and the fog-spouting Hazemite.
The description is: This small orchard in the deepest part of the Grove is home to many different types of fruit trees, as well as many different puzzles to solve in order to access the secret room at the center.
It is one of the only areas to not be confined to a Third.
==== Illusory Empire ====
The Illusory Empire is the heavily-guarded empire that governs the entirety of the Northern Third. It is found to be the winning side in the ancient war. It is where you find Ninjia and the place leading up to the Illusive Shrine.
The Illusory Empire is a large empire ruled by Ninjis that is heavily guarded by soldiers and a large wall. In it, Ninjis train their whole lives to battle for the Empire and the ruler of the Empire, Ninjin. In front of each of the four walls, there is a large mirror, and by angling each mirror correctly, the light will come together above the Shrine to create an illusion that scares off intruders.
The description is: This thoroughly protected empire is the home to Ninjis everywhere. It is ruled by the reclusive leader of the Empire, Ninjin, and his daughter, Ninjia. Nobody has seen Ninjin in years, and Ninjia has been getting more and more cast out from her role as the princess.
It is located in the Northern Third of the map.
==== Illusive Shrine ====
The Illusive Shrine is a large building in the center of the Empire that has long been the home of the royal family. It has many floors, each with a multitude of puzzles leading up to the top floor. It is where you find the Shadow Key and battle Ninjin.
The Illusive Shrine is all about balance. The doors are unlocked through light. By solving the puzzles throughout each floor, the ceiling of each floor will start to open, revealing a mirror that, when done correctly, will reflect the light from the windows onto the doors. Once you reach the top, you will find Ninjin and battle him for the key.
The description is: This elusive shrine is found at the very center of the Empire and is the home of the secluded Ninjin. By revealing and correctly positioning the hidden mirrors under the ceilings, the paths to the upper floors will open.
It is located in the Northern Third of the map.
==== Serpent Spire ====
The Serpent Spire is one of four towers surrounding the Empire. Each tower focuses on one quality: Freedom for the Phoenix Pillar, Change for the Chimera Column, Peace for the Siren Steeple, and Balance for the Serpent Spire. The Spire is where you find Billette and the Balance Key and battle the Unstable Abstract.
The Serpent Spire is by far the most important of the for towers, as the Empire is all about keeping balance and the Spire specializes in that. It is the home of the Council, a group of twelve people that focus on balancing the good and evil in the world. At the top floor of the Spire, the Unstable Abstract can be found, a creature once contained by a cage from the pocket dimension it came from. Its focus is bringing instability to the world, and it has the ability to become fully abstract and extend past the barriers of existence.
The description is: This towering spire can be found behind the southern wall of the Empire. It is the place where the Council resides, and where they focus on providing balance to the world.
It is located in the Northern Third of the map.
==== Peach's Castle ====
Peach's Castle. Everyone knows Peach's Castle. It is where you battle Dama, and in post-game, Cuase. It is also where you find the Unity Key after beating the Tome Spectre.
Peach's Castle was once the home of Princess Peach and the Toads of the Mushroom kingdom. But since Dama took control, the halls have been randomly shifting around, making it hard to find anything. Once you manage to make it to the library, you will find the Unity Key being guarded by the Tome Spectre, the book spirit. Once you defeat it and gain the final key, you will gain the ability to use all 10 keys in unity to reverse the darkness plaguing the castle. By chasing Dama through the castle now, you'll manage to corner her before a window from the top of one of the towers. But before you can defeat her for good, she unleashes the Twilight Veil to cover all three Thirds in a cloud of pure darkness. Once you can reach her after this, you can defeat her. In post-game, after collecting every last Golden Shard that have been scattered after Dama released her control over everyone, you can battle Cuase in the sanctum.
The description is: This recognizable castle reigns at the very center of the Thirds. It is the place where Dama has been controlling everything from afar, and the home of the Tome Spirit.
It is located in the Center of the map.
=== Characters ===
This game, like pretty much every game ever, has a lot of characters. I won't go over every single NPC in the game obviously, but I will go over the ones important to the story and the ones that generally do more than just talk to you.
==== Main Protagonists ====
The main protagonists are heroes that are vital in the battle against Dama.
Name 	Description 	Ability 	Relation to Main Antagonists 	Backstory
Mario 	Mario, the main character and savior of the Mushroom Kingdom many times over. He joins the fight against Dama to save Peach and the rest of the Mushroom Kingdom. 	The classic jump and hammer. He can also use Aril to see an enemy's bio. 	He is focused on defeating Dama to save the Mushroom Kingdom. 	He has spent his whole life protecting the Mushroom Kingdom and it's princess Peach against the Koopa Kingdom and Bowser himself with his brother Luigi (ok I really don't know much else about his backstory, if you want a more detailed backstory there are plenty of others here you can check out, literally just scroll down a bit).
Aril 	Aril, or Arillia Athenera Isisor Ornmiyla, is a Mind Spirit from the Golden Gallery that resembles a book. She is Dama's sister and the daughter of Cuase and Totha. She is determined to stop her sister and get back home to the Golden Gallery. 	As a Mind Spirit, she has the ability to gain any knowledge, if she knows what to look for. With this, she can learn about whatever area she and Mario are in, as well as see any enemy's bio.	She is focused on stopping her sister from returning to the Golden Gallery and reducing her to a regular book.	She was born alongisde Damarnia Anasina Mervani Ornmiyla as a Mind Spirit and the child of two other Mind Spirits, Cuase and Totha. She spent her life in the Golden Gallery with her family, and spent her days flipping through her pages reading about any little new bit of information that came through. However, one day, when her mother Totha was exploring some of the other worlds, she was killed by the overwhelming weight of the thoughts of the nature around her. After Totha's death, the three of them fell into a deep depression. Aril grew much shyer and less curious about the world, Dama grew increasingly violent and aggressive, and Cuase started pushing everyone away with heavy levels of agression, including his own daughters, eventually delving into madness. In a fit of anger at the world that had killed his wife, he decided to banish his two daughters into the realms, forcing them to collect 10 keys in order to return. However, the keys would only appear once, and only one would be able to return. So, one day, Aril and Dama suddenly appeared within the "Golden Gallery" in Peach's Castle. After sorting everything out, Aril tried to convince her sister that if they helped each other to find the keys together, but Dama shoved Aril aside and knocked her out, shoving her onto a bookshelf like a normal book. Dama went on a rampage around Peach's Castle, taking control of each and every Toad within it. Peach tried to flee, but Dama used her power to shift around the locations of each hallway, eventually trapping Peach in the "Golden Gallery." Dama started to try and take control of Peach as well, but Peach managed to barely resist until Mario arrived. After Mario defeated the Toads, Dama used her powers to knock him out, and, realizing that Peach wasn't worth the trouble, left the Castle and headed to the Koopa Kingdom. Once Mario woke up, Peach had found her way out of the "Golden Gallery," and he woke up Aril from the bookshelf, and their adventure together to stop Dama began.
Peach 	The princess of the Mushroom Kingdom. She can never seem to catch a break, managing to narrowly avoid Dama's control. She joins the fight against Dama to save Toadsworth and all the other Toads from her control. 	She can use her parasol to float through the air and smack enemies away. 	She is focused on defeating Dama to save her subjects. 	She has spent her entire life ruling over the Mushroom Kingdom with the help of her father. She underwent rigorous studies to learn how to properly be a princess with the help of a Toad named Toadsworth, and grew incredibly fond of her subjects, eventually creating something called the Toad Brigade, a group of Toads consisting of Captain Toad, Toadette, and four other Toads of various colors. This brigade would be tasked with protecting the Mushroom Kingdom. However, that ended up not panning out as well as Peach hoped, and when they tried to protect her from Bowser, they failed, resulting in Mario having to save her from his clutches. She began to repeatedly get kidnapped by both Bowser and other villains, and while her subjects and Toadsworth repeatedly suggested that she hire better protection, she believed that her constant kidnapping was ultimately for good, as without it, the villains would go more unnoticed and be able to plot a much more detailed and truly nefarious plan. She ended up befriending another princess of a kingdom known as Sarasaland named Princess Daisy after Daisy was kidnapped by an entirely different villain. Bowser continued to kidnap her all throughout her life, and she continued telling people that if she hired more protection, Bowser might construct a plan to destroy the kingdom entirely in order to get to her. However, she also secretly neglected hiring better protection for two other reasons. For one, she knew that if she hired proper protection, then her subjects might end up suffering consequences just as bad as hers. And two, she knew that getting kidnapped meant she would get to see Mario again in between all the other chaos of her princessly duties. So, she continued to not hire any protection for those reasons. So, when she fails to protect her subjects by sacrificing her own freedom temporarily, she decides that the only good method left that she can use is fighting back herself.
Bowser 	The king of the Koopa Kingdom. He has kidnapped Peach more times than anyone can count, serving as the primary enemy of the Mushroom Kingdom. He joins the fight against Dama to save Kamek and Bowser Jr from her control. 	He can stomp onto enemies as well as breathe fire onto them, and can also retreat into his spiky shell at any time. 	He is focused on defeating Dama to save his subjects, along with his son and Kamek. 	He was born into the ruthless kingdom known as the Koopa Kingdom and grew under the kingdom's influence to become a cutthroat king. However, underneath his viciousness, he was always a big softie, hiring. a Magikoopa named Kamek to work under him and even having a son he named Bowser Jr. At some point during his rule, he adopted a group of seven baby koopas who he named Morton Koopa Jr, Iggy Koopa, Ludwig Von Koopa, Wendy Koopa, Larry Koopa, Lemmy Koopa and Roy Koopa. He continued to expand his kingdom, eventually falling for the princess of another kingdom by the name of Princess Peach. However, her kingdom and his kingdom were both longtime rivals, and so the only way to have her for himself was to kidnap her. So he did just that, kidnapping her several times throughout his rule, but was constantly thwarted by a human plumber by the name of Mario, occasionally with the help of his brother Luigi. So while his constant kidnapping of Peach, taking over of the Mushroom Kingdom and his general malevolence, he actually cared greatly about his subjects, particularly Kamek and Bowser Jr. So, when any harm is brought upon them, especially his son, he will stop at nothing to crush whoever harmed them.
Toadette 	Toadette is a member of the Toad Brigade, a group of six Toads that help Mario throughout his adventures. She joins the fight against Dama to save all the Toads that she couldn't save from Dama's control, as wel as to find Yoshi. 	She can rush through enemies at high speeds, sometimes at speeds so high she knocks them into the air. 	She is focused on defeating Dama to save all the Toads she couldn't get away. 	When the Toad Brigade was created by Peach, Toadette eagerly joined in the hope of being able to protect the kingdom however she could. And while the other members of the Brigade were focused on helping Mario rescue Princess Peach, Toadette spent the vast majority of her time in the Toad Brigade helping all the citizens of the Mushroom Kingdom calm down and work towards restoring normality. Since she didn't focus as much on helping Mario as the others, she tended to get sidelined from the rest of the Brigade, which only made her work harder and harder when it came to helping all the citizens whenever they needed any sort of help, no matter how small or big of an issue it was. She did help Mario out occasionally, but the spent almost all of her time every day helping everyone else, and even set up a system where if anyone needed her help with something, they could alert her and she would come right away. While she did hold up her promise, some citizens started taking advantage of the system to alert her for the smallest of things, like alerting her because a small part of the food they were making for dinner wasn't the exact same color as the rest of it, sometimes even waking her up in the middle of the night for things. She kept answering the alerts because she thought it was the right thing to do, but eventually she fell from the realm of helpfulness to the realm of self-sacrifice. This all culminated when Dama arrived at Peach's Castle. She potentially sacrificed her own freedom of mind to help prevent a bunch of Toads that took advantage of her from losing that themselves. Fortunately, when Mario, Peach, Bowser and Aril found her tirelessly searching the Blanketed Grove for Yoshi, Aril was able to open Toadette's eyes to all the suffering she had to go through to prevent the miniscule inconveniences of the many. She agreed that she would take down the alert system and finally get some sleep if the four would help her to find Yoshi and stop Dama (yes I do know this one is kind of depressing but it works okay).
Luigi 	Luigi is Mario's brother and the occasional savior of the mushroom kingdom. He got lost in Peach's Castle and managed to discover a very dangerous weapon of Dama's, but was forced under her control before he could warn Mario. 	He, like Mario, can jump onto enemies, as well as do high and long jumps to hit almost any enemy. 	He is focused on defeating Dama to get revenge on her for controlling him. 	
Yoshi 	Yoshi is Mario's lifelong friend and a good friend of Toadette. He is one of the few remaining Yoshis in the land, and has saved the Mushroom Kingdom many times in the past. He joins the fight against Dama to protect the rest of the team and also to stop Dama from using the Twilight Veil. 	He can gobble up enemies and turn them into eggs to throw, as well as stall in the air with his flutter jump. 	He is focused on defeating Dama to protect the rest of the party. 	He was a member of a tribe of Yoshis when the Mario brothers were born and risked his life several times over for the sole purpose of keeping Mario safe. He has sacrificed himself multiple times over in order to help Mario, and isn't planning to stop helping anyone anytime soon. So, when he arrived at the Mushroom Kingdom after being notified that a strange presence was causing trouble there and saw Toadette struggling to get everyone away from the castle
Magi Guy 	Magi Guy is an arrogant Shy Guy that has learned many magical abilities over the years. He lives in the Wooded Outpost with his sister, Magi Gal, and joins Mario once Mario proves that he is strong enough to take on the challenges of the Shaded Garrison. 	He can attack enemies with various magical blasts, summon spirits, and knock high-up things down with said blasts. 	He is focused on defeating Dama to prove his strength to everyone else. 	
Bloopie 	Bloopie is a young Blooper that has been sheltered from the world by his parents that still believe an ancient war that ended centuries ago is still going on. He lives in the Pitch Lagoon with his family, and joins Mario once Mario proves to his parents that the war is over. 	He can barrel into enemies both in and out of the water, as well as attack them with a cloud of ink or shield him and Mario with said ink cloud. 	He is focused on defeating Dama to make sure that his first (and possibly only) adventure is a good one. 	
Sir Osteo 	Sir Osteo is an old Dry Bones that has been wandering the Sunken Heath ever since it sunk, looking for his family. He joins Mario after Mario saves him from the Wraith of the Wastes because he believes Mario can help him find his family. 	He can collapse into a pile of bones to hide himself and Mario, as well as toss one or multiple bones at any enemy. 	He is focused on defeating Dama to protect his family. 	
Buster 	Buster is a Bully fighter that has been battling in the Clash Crater ever since Dama arrived in order to use the Time Key to save his brother that got killed by Dama's minions. He joins Mario because he believes Mario will be able to defeat the Veiled Beacon and get the Time Key. 	He can charge into and through enemies, as well as increase his or Mario's attack power for a turn. He can also strike fear into the hearts of any enemy with a glare. 	He is focused on defeating Dama to bring justice to his brother. 	
Herb Redwood 	Herb Redwood is a Piranha Plant and explorer that is searching the Carnelian Labyrinth for the "treasure" at the center. He joins Mario because he believes that Mario has some experience with exploring and can help him find the treasure. 	He can dip into the ground and travel underneath most barriers, as well as chomp any enemy and increase his or Mario's LP for a turn. 	He is focused on defeating Dama to uncover the secrets of the Golden Gallery. 	
Magnus Acacius	Magnus Acacius is a self proclaimed detective Monty Mole that is searching for what is behind the strange appearances in the fog of the Blanketed Grove. He joins Mario because he has heard of Mario before and knows that Mario will be able to help him. 	He can lift up boulders and toss rocks at enemies, as well as increase his or Mario's DP for a turn. 	He is focused on defeating Dama to prove that he is good enough to become an actual detective. 	
Ninjia 	Ninjia is a Ninji in the Illusory Empire that is failing in her battle training. She is the daughter of Ninjin, the ruler of the Empire, but her only memory of him is a small rose he gave her when she was very little. She joins Mario because she knows that the Shadow Key is in the Illusive Shrine, which is also where her father has been hiding, and believes that if she helps Mario find the key, she'll also be able to meet her father.	She can poof her and Mario upward, as well as toss shurikens at enemies and increase her or Mario's SP for a turn. 	She is focused on defeating Dama to prove herself and her worth to her father. 	
Billette 	Billette is a Bullet Bill and a member of the Council in the Serpent Spire. She is very impatient and emotional, with an extreme temper. She joins Mario because she needs him to help her uncover who is the person bringing imbalance to the entirety of the Spire. 	She can quickly fly forward to pass over hazards and move quickly, as well as launch herself into and through enemies and explode into them. 	She is focused on defeating Dama to live up to her name as a Council member and restore balance to the world. 	
==== Major Antagonists ====
Major Antagonists are similar to the major protagonists, but instead focus on hindering the major protagonists.
Name 	Description 	Ability 	Relation to Main Protagonists
Dama 	Dama, or Damarnia Anasina Mervani Ornmiyla, is a Mind Spirit from the Golden Gallery that resembles a large purple cloud of fog. She is Aril's sister and the daughter of Cuase and Totha. She is determined to control everyone in the three Thirds and get back to the Golden Gallery before Aril. 	As a Mind Spirit, she has the ability to enter the mind of any living being and control it from a distance. 	She is Aril's sister and the main person the Main Protagonists are trying to stop.
Cuase 	Cuase, or Iracuase Sesiryat Ogamati Ornmiyla, is a Mind Spirit from the Golden Gallery that resembles a large snake. He is Dama and Aril's father and Totha's widowed husband. After Totha's death, he quickly went mad, and banished his two children from the Golden Gallery, knowing that Dama would be the one to get back first. After 100% the game, the option to battle him opens up.	As a Mind Spirit, he has the ability to manipulate his voice to suggest any behavior onto anything. 	He is Dama and Aril's father, and wants revenge on the Main Protagonists for getting Aril back to the Golden Gallery before her sister.
Lifeless Fighter 	The Lifeless Fighter is the ghost of a soldier from an ancient war that ended centuries ago. It, along with the many other ghosts in the Shaded Garrison, is bent on killing all who enter, in the belief that those that do are warriors from the other side of the war. 	It, as a spirit, can pass through Mario, possess various objects throughout the room, and even disappear. It can also use the Strength Key's abilities to its advantage. 	It is blindly killing everyone that tries to enter the Garrison, so him trying to kill Mario really isn't personal.
Great Leviathan 	The Great Leviathan is a large squid-like monster that resides in the Dusky Trench. It has been hiding from humanity for centuries, blindly attacking any sort of living thing that enters the Trench, barely being able to eat enough to survive. It is also the cousin of the Frozen Collossus. 	It can attack Mario with its tentacles, attack him with a giant cloud of ink, or even smack the walls of the Trench to make bits of it fall onto Mario. It can also use the Dimensional Key's abilities to its advantage.	It has been attacking any and all life forms that enter the Trench for centuries, Mario not being the exception.
Wraith of the Wastes	The Wraith of the Wastes is a cast-away Earth Spirit that went mad after being banished from the Golden Gallery. It sunk the Sunken Heath into the sand, and spent every day afterwards going around the Heath and drowning all that it sees in the sand. It resembles a sand flea. 	As an Earth Spirit, it has the ability to control sand, allowing it to use that ability to attack Mario. It can also use the Thought Key's abilities to its advantage. 	It went mad after being banished from the Golden Gallery and Under-Realm as a whole, so sunk the Heath into the sand and has been going around and drowning everyone it sees, even trying to with Sir Osteo at one point.
Frozen Collossus 	The Frozen Collossus is a large arctic wolf-like monster that resides in the Arctic Gorge. It constantly suffered in the Gorge back before it froze it over, needing the cold to survive. Eventually, it had enough, and covered the Gorge and Glacial Ridge with ice. It is also the cousin of the Great Leviathan. 	It can swipe at Mario with its claws, attempt to bite Mario, or blast Mario with its icy cold breath. It can also use the Soul Key's abilities to its advantage. 	It was in constant pain, living in a place in constant heat, and eventually couldn't take it anymore and coated the Gorge and the Ridge in frost.
Veiled Beacon 	To be continued 	To be continued 	To be continued
Perennial Entity 	To be continued 	To be continued 	To be continued
Hazemite 	To be continued 	To be continued 	To be continued
Ninjin 	To be continued 	To be continued 	To be continued
Unstable Abstract 	To be continued 	To be continued 	To be continued
Tome Spectre 	To be continued 	To be continued 	To be continued
==== Minor Characters ====
Minor characters are characters that have some influence onto the story, but not in a major way, like bosses and characters that give you important items or tell you important things.
===== Totha =====
Totha is Aril and Dama's late mother, and Cuase's late wife. She passed away shortly after the events of The Golden Gallery due to being overtaken by the thoughts of nature during a stroll through the woods outside the Golden Gallery. She is a Mind Spirit with the ability to listen to the thoughts of inanimate objects.
===== Magi Gal =====
Magi Gal is a Shy Gal that is beginning to learn magic. She lives in the Wooded Outpost with her brother Magi Guy, who is much better with magic. After completing Chapter 1, she can be found in the Wooded Outpost at the Drafting Emporium.
==== Background Characters ====
===== Buy Guy =====
Buy Guy is a Shy Guy that runs a shop in the Wooded Outpost. After completing Chapter 1, you can go back to his shop to buy items like Fire Flowers, Ice Flowers, and Lightning Bolts.
===== Cry Guy =====
Cry Guy is a Shy Guy that you can find in the Wooded Outpost. He is very emotional, and was going to move to the Shaded Garrison with his family, but got held up. Just before he left to meet up with them, he got the news that they had been killed by the Lifeless Fighter. Throughout Chapter 1, he can be found crying on a bench, and after Chapter 1, you can bring him a picture of his family from the Garrison. If you do so, he will stop crying for the first time in forever and, from then on, he can be found in the Outpost to restore your HP and PP and take away status effects.
===== Pie Guy =====
Pie Guy is a Shy Guy that runs the Baking Bazaar in the Wooded Outpost. You can talk to him to unlock side quests that have you finding various items throughout the map, and bringing him said items will allow him to make you a new recipe whenever you want.
===== Bloopette =====
Bloopette is Bloopie's sister that shares his yearning for adventure. She doesn't join Mario, but can be found after completing Chapter 2 in the Pitch Lagoon to help you master Action Commands.
===== Bloopia =====
Bloopia is Bloopie's mother that has long been afraid of the world above the Lagoon. She has kept Bloopie and Bloopette under the surface in the belief that the ancient war never ended. Post-game, she can give you the Skill Speedy Swim by proving that Bloopie is safe and that the war is over.
===== Lady Osteo =====
Lady Osteo is Sir Osteo's wife that rises back up from the sand after Mario defeats the Wraith of the Wastes. By finding her and Sir Osteo's two children after completing Chapter 3, she will give you the Shining Skill.
===== Amisa Osteo =====
Amisa Osteo is Lady Osteo and Sir Osteo's daughter. By finding her and her brother, Lady Osteo will give you a Skill.
===== Ramil Osteo =====
Ramil Osteo is Lady Osteo and Sir Osteo's son. By finding him and his sister, Lady Osteo will give you a Skill.
===== Lady Pelti =====
Lady Pelti is a Dry Bones in the Sunken Heath that rises back up from the sand after Mario defeats the Wraith of the Wastes. She opens up the Skill Shop in the Heath, where Mario can purchase Skills.
===== Sir Knoleg =====
Sir Knoleg is a Dry Bones in the Sunken Heath that rises back up from the sand after Mario defeats the Wraith of the Wastes. He is apparently an old childhood friend of Sir Osteo, and will give you side quests that, when completing, will allow you to meet King Kisto in the temple at the center of the Heath once again.
===== King Kisto =====
King Kisto is the king of the Sunken Heath that rises back up from the sand after Mario defeats the Wraith of the Wastes. You can meet him after completing a series of side quests from Sir Knoleg, and he will provide you with the Sandy Suit, which allows you to sink through quicksand without taking damage and being sent back up to the surface, allowing you to access many secret areas and items.
===== Crystal Frost =====
Crystal Frost is a Snifit in the Glacial Ridge. She is an adventurer that tells Mario about the beast lurking in the Arctic Gorge. After defeating the beast, she opens up the Riddle Salon, which you can go to to get hints on where to go next.
===== Ring Ruler =====
The Ring Ruler is a Banzai Bill that was enlisted by the Veiled Beacon to keep the battles under control. He starts each battle, calls out when they're finished, and provides rewards for those that win battles. After fully climbing up the ladder of the Crater, he tries to fight you as a last-ditch effort to keep you from reaching the Veiled Beacon, but can easily be defeated.
==== Spirits ====
Spirits are entities that can be found in the Golden Gallery in post-game. They can refine your Skills (your abilities in battle that you can draft) and your skills (just generally how good you are at the game).
Spirits come in all shapes, sizes, and forms, but they all fit into one sort of "section," each section having a different center of power. There are Mind Spirits like Aril and Dama, Fire Spirits, Air Spirits, Earth Spirits, Water Spirits, Space Spirits, Time Spirits, Light Spirits, Dark Spirits, and Void Spirits.
Mind Spirits can control the elements of the psyche, the knowledge of the universe, the physical forces within all things, and things like that. Fire Spirits can control the warmth of all things and the things born from that warmth. Air Spirits can control the things that can flow throughout the wind and that which is free, which includes the wind itself. Earth Spirits can control that which is grounded and connected to the world around them, which includes the world itself. Water Spirits can control the chill of all things and the things born from that chill. Space Spirits can control that which is not confined to any sort of things, but still exists within that which we can comprehend. Time Spirits can control things similar to that of Space spirits, but instead only thing uncomprehensible things. Light Spirits can control the inner light and purity within all things, and Dark Spirits can control the inner dark and impurity within all things. Finally, Void Spirits can control that which is outside the bounds of space and time.
===== Mind Spirits =====
====== Ortonti ======
Ortonti is a Mind Spirit with the ability to snap the physical bind of any object, allowing it to pass through anything still bound to the physical.
====== Quineis ======
Quineis is a Mind Spirit with the ability to loosen the physical bind of any object to freely move it around, mostly ignoring the binds of other things.
====== Yepati ======
Yepati is a Mind Spirit with the ability to pass through the mental barriers guarding the thoughts of others, allowing her to listen in on anyone else's train of thought.
====== Inerung ======
Inerung is a Mind Spirit with the ability to grasp the memorial bond of any memory and view it as it happened from any perspective.
====== Nestoba ======
Nestoba is a Mind Spirit with the ability to enter the realm of the subconscious while still living on the conscious plane, allowing her to view, create, and edit dreams.
====== Kaheare ======
Kaheare is a Mind Spirit with the ability to control the psyche of any other living being, but unlike Yepati, still must work his way past their mental barrier without ease.
====== Balnag ======
Balnag is a Mind Spirit with the ability to tighten the physical bind of any object, essentially barring them from being moved or moving.
====== Buriydon ======
Buriydon is a Mind Spirit with the ability to tighten the physical bond of the very molecules of the air around him, essentially creating a force field.
===== Fire Spirits =====
=== Enemies ===
This is a list of every enemy you can battle in the game. I won't go over every single enemy (despite the individual traits of each enemy being a major facet in the game), but rather the types of enemies you can battle. I won't be going over the bosses, as those would be an entire category on its own. Each enemy has a different HP, AP, DP, SP, LP, and PP value, as well as the attacks they can use.
==== Toads ====
Toads are a unique entry on this list, as this is probably the first Paper Mario game, if not the first Mario game to have you battle Toads. Dama controls the vast majority of the Toads in the Mushroom Kingdom, forcing Mario to fight them to release them from her control.
Toads have 5 HP, 1 AP, 0 DP, 3 SP, 2 LP, and 3 PP. Their attacks are Rush and Toady Rush, Rush being a non-PP move that is similar to Toadette's, and Toady Rush being a group Rush that requires at least 2 Toads in battle as well as 2 PP.
==== Goombas ====
The classic Mario enemy. They have 2 HP, 1 AP, 0 DP, 2 SP, 1 LP, and 5 PP. Their attacks are Headbonk, Charge, and Multibonk, Headbonk being a non-PP move that is similar to Mario and Luigi's Jump, Charge being similar to the various Charge Skills that requires 2 PP, and Multibonk being a multi-hit move that requires 3 PP.
==== Red Shy Guys ====
Shy Guys are also classic, but more prevalent in the Paper Mario series than in the main series games. In this game, they have different stats depending on their color, Red Shy Guys having extra AP. Red Shy Guys have 5 HP, 3 AP, 0 DP, 2 SP, 1 LP, and 3 PP. Their attacks are Shy Slap and Shy Flurry, Shy Slap being a non-PP move that is similar to Peach's Parasol, and Shy Flurry being a multi-hit move that requires 2 PP.
==== Blue Shy Guys ====
Blue Shy Guys are regular Shy Guys, but with extra DP. They have 5 HP, 2 AP, 1 DP, 2 SP, 1 LP, and 3 PP. Their attacks are the same as most other Shy Guys.
==== Yellow Shy Guys ====
Yellow Shy Guys are regular Shy Guys, but with extra SP. They have 5 HP, 2 AP, 0 DP, 3 SP, 1 LP, and 3 PP. Their attacks are the same as most other Shy Guys.
==== Pink Shy Guys ====
Pink Shy Guys are regular Shy Guys, but with extra HP. They have 7 HP, 2 AP, 0 DP, 2 SP, 1 LP, and 3 PP. Their attacks are the same as most other Shy Guys.
==== Green Shy Guys ====
Green Shy Guys are regular Shy Guys, but with extra LP. They have 5 HP, 2 AP, 0 DP, 2 SP, 3 LP, and 3 PP. Their attacks are the same as most other Shy Guys.
==== White Shy Guys ====
White Shy Guys are regular Shy Guys, but with an extra, more powerful attack. They have 5 HP, 2 AP, 0 DP, 2 SP, 1 LP, and 3 PP. Their attacks are mostly the same as the other Shy Guys, but they have a new attack, Shy Wrath. It is a powerful single-hit status attack that hits for a large amount of damage and has a chance of shrinking the target.
==== Koopa Troopa ====
Koopa Troopas are just as classic as Goombas. They have 4 HP, 1 AP, 3 DP, 1 SP, 1 LP, and 4 PP. Their attacks are Retreat, Shell Fire, and Shell Whirl. Retreat is a non-PP move that has them retreating into their shell to increase DP but take away their attacking ability for a turn, Shell Fire is a non-PP move that has them retreating into their shell and launching themselves towards a single target, and Shell Whirl being a multi-target move that hits all ground-bound targets for 2 PP.
==== Koopa Paratroopa ====
Koopa Paratroopas are essentially a flying version of Koopa Troopas. They have mostly the same stats, but one extra SP and LP. They also have mostly the same attacks, but instead of Shell Whirl, they have Shell Cyclone, which is similar but deals less damage and can hit all enemies, not just the ground-bound ones.
==== Mechatroopa ====
Mechatroopas are basically the same as Koopa Troopas, but have higher DP and are classified as metallic. They have all the same attacks, along with a new one called Stubby Blaze, which is basically the same as Bowser's Fire but has less range.
==== Galoomba ====
Galoombas are basically Goombas, but have higher defense and can be knocked over to lower it. They have all the same attacks.
==== Cheep Cheep ====
Cheep Cheeps are by far the most well-known water-based enemy in the whole Mario series. They have 7 HP, 2 AP, 1 DP, 4 SP, 2 LP, and 5 PP. Their attacks are Fishy Swivel and Marine Missile, Fishy Swivel being a non-PP move that is similar to Mario's Hammer and Marine Missile being the same as Bloopie's.
==== Blooper ====
Bloopers are water-based enemies like Cheep Cheeps, but much less well-known throughout the whole Mario series. They have 7 HP, 3 AP, 2 DP, 5 SP, 3 LP, and 2 PP. Their attacks are Blooper Barrel and Murky Cloud, which are the same as Bloopie's.
=== Bosses ===
This game has a multitude of bosses, through both chapter-end bosses, mini-bosses, and optional bosses. Here, I will go over each boss, their stats, their attacks, and more. Also, as a note, bosses do not require PP for any of their moves, unlike enemies.
Name 	Description 	Attacks 	Stats 	Encounter Location
Verdant Sentinel	The Verdant Sentinel is a mini-boss that you encounter shortly before reaching the Wooded Outpost. It is a guardian of the outpost that attempts to ward off any and all intruders. 	Grassy Pummel: Launch a swarm of grass at Mario.
Timbered Bash: Uproot a nearby and swing it at Mario.
Briar Barrier: Grow a wall of vines around yourself to guard yourself for a turn.	50 HP, 2 AP, 1 DP, 2 SP, 3 LP	Southwestern Third, right before reaching the Wooded Outpost.
Lifeless Fighter	The Lifeless Fighter is the final boss of the first chapter. It is the ghost of a fighter that died in the Shaded Garrison and has since killed everyone that enters, believing that they are there to try to take it over for the Illusory Empire.	Phantasmal Hold: Possess the ground and raise up the floor underneath Mario to launch him upward.
Metaphysical Slash: Slash at Mario with a ghostly sword.
Bodiless Rumble: Possess various objects throughout the room and launch them all toward Mario at once.
Disappear: Become invisible for a turn so Mario cannot attack you without the Sight Skill.
Strength Key: Use the Strength Key's abilities to increase your AP, DP, and SP for a turn.	70 HP, 3 AP, 0 DP, 3 SP, 5 LP	Southwestern Third, in the uppermost room of the Shaded Garrison.
To be continued 	To be continued 	To be continued	To be continued 	To be continued
== Quotes ==
This is a complete list of all quotes from characters. This one will take a while and I'l definitely split it up. I'll probably do maybe a chapter at a time, maybe half a chapter at a time for the more dialogue-heavy ones like Chapter 5. But for now, here's all the quotes from characters in the Prologue and Chapters 1 and 2. I will also be including Aril's area hints in a separate category.
=== Aril/Arillia Athenera Isisor Ornmiyla ===
"You there! With the mustache! Have you seen any keys around?"
"So no? Well then where could they be?"
"Hmm.... You're saying a purple cloud of fog was in here earlier, and might have taken them away?"
"That's not good. If it's a sentient purple cloud, it could only be Dama."
"Who's Dama? Well, she's basically an evil purple cloud that can mind-control things. Stay as far away from her as possible, trust me."
"If Dama is here, then that mean's she's here for the same reason as me. We need to stop her."
"Oh me? The name's Arillia Athenera Isisor Ornmiyla. But you can call me Aril. I'm a mind spirit from a place called the Golden Gallery. My pages contain all the knowledge in the known universe."
"Me and apparently Dama were cast out of the Golden Gallery as a test. To get back, we'd need to find the ten keys that unlock the door. But the keys only appear for a single spirit."
"If Dama gets back to the Golden Gallery and I don't, I won't be able to balance her out. Her power will rocket up, and nothing will stop her from taking control over every single thing in every single world."
"If you can get the keys before her and get me back instead, she'll be powerless, and she'll never be able to hurt the world again. You have to help me."
"Thanks! If we head southwest, we'll enter the Southwestern Third. Apparently the first key is there. Let's go!"
"Welcome to the Southwestern Third! According to my pages, there should be a town nearby built on an old war outpost. Maybe some people there will be able to point us in the right direction?"
"Uh, sir, we're just trying to find a key-"
"Alright, I suppose not everyone here is helpful. Maybe someone else knows something?"
"Wow, that was rude. I guess we'll have to look around elsewhere?"
"What's this? Some sort of key? Do you think it might open something up?"
"You're right, we should probably ask one of the people here. That rude Shy Guy's sister seemed nice. Maybe she knows something?"
"Huh, I guess this thing is important. We should probably follow her."
"I suppose you do seem pretty powerful. If he's as strong as he make himself out to be, he might be helpful for the path ahead. Mario, what do you think?"
"This is Magi Guy, an arrogant Shy Guy from the Wooded Outpost. By pressing X, you can lock on to high-up objects and have him send a magic blast towards it, knocking it down. This also works with enemies. Try it!"
"During battle, he can use his Status Bolt attack, which hits an enemy with a 50% chance of inflicting any status effect on them. He can also use his Arcane Spiral attack for 2 PP, which hits all enemies."
"Since he's your first partner, I suppose I should tell you how partners work. Partners will always follow you around, but by moving the right joystick or pointing at the screen, you can move your partner around freely. Try it!"
"To open the partner menu, you must either tilt the D-Pad right or open Menu #1. In the partner menu, you can swap out partners, check your partner's abilities and level, as well as check their bio."
"Partners level up with you. Once you complete a battle, whichever partner you have equipped will gain experience as well. With each level they gain, one of their stats increases and they learn a new ability."
"It takes the same amount of experience to level up a partner as it does to level up you, and once they reach level 5 they stop gaining experience."
"Partners also have specific quests connected to them, which you can find in Menu #1. Quests will unlock specific things to their character, whether it be an item or Skill related specifically to them, a special challenge centered around them, or just plain extra experience."
"Alright! That's it!"
"So this is the Shaded Garrison. I've read about it in my pages, but I never realized it was as spooky as it sounds."
"Mario, this part's going to be a bit scary. This place is full of vengeful spirits from an ancient war. They died fighting, and still think the war is still going on. They won't hesitate to kill you if you act suspiciously. Be cautious, okay?"
"Looks like the door's jammed. We've got no choice but to go on now."
"What was that sound? It sounded like it came from the main hall...."
"It's that sound again! It should be coming from the main hall again."
"This is eerily silent. I certainly don't see any key. Magi Guy, you're sure this place is where the key is?"
"Uh oh, that doesn't seem good. Looks like there's something in the center. Maybe the key's there?"
"Well that was certainly terrifying."
"Wait, the key! That ghost thing must have been carrying it! Let's grab it!"
"Alright! We got the first key! Take that, Dama!"
"The key we just collected was the Strength Key. If you use it in battle, it'll boost your attack, defense, and speed by 2 for three turns! It should be great if we encounter any more bosses like this one!"
"So I guess the next question is, where to next?"
"I suppose that makes sense. You'd want to scatter all the keys across the world. You can't just hold every single key in the Northern Third, even if it is big."
"I'm pretty sure if we go a little more southwest we'll end up in a lagoon, but even if the next key is there, it'll be hard to get to. You and Magi Guy will just dissolve into confetti, and all my pages will too."
"I'm sure we'll find a way to traverse the waters eventually, but at first we should just avoid them."
"Alright, we're here. The Pitch Lagoon. I've also read about here, but there's not much to read about. It's just a dark lagoon without a single life form because no light allows any plants to grow, much less animals or people."
"We can probably explore around for a bit to try and find the key, but there's no way it would be hidden anywhere in plain sight. Unless we can find something that allows us to go across the water or even under it, we're pretty much stuck."
"Uh, Mario? Do you hear that!"
"WAH!"
"WHAT WAS THAT?"
"...Ahem, sorry about that. Mario, do you have any idea what that just was?"
"You live here? Huh. I wonder why my pages didn't tell me about that."
"It's fine. It makes sense that she'd be scared after seeing the first person outside her own family ever since... well, ever."
"Wait, you're a Blooper? Doesn't that mean you have water protection? And that you can swim in water without dissolving?"
"That's perfect! You can help us get across the water and find the key!"
"...With your parents' permission, of course."
"That's unfortunate. Maybe if we can convince her that the war ended, we can get Bloopie to help us!"
"Hey, Magi Gal. Do you happen to have anything around here from the war, some sort of rusty, ancient, clearly very old relic?"
"We were at the Pitch Lagoon looking for the second key, when we met a young Blooper who could help us traverse the water, but his mother still thinks the war is going on and won't let her son come with us."
"This is perfect! If we show her this, she'll be sure to realize that the war ended!"
"Well, I suppose. that isn't great, but Mario's sure to be able to get it back safely!"
"This shield is a remnant of an ancient war that ended centuries ago, just like the one you're hiding from. It's over now, and has been for years."
"I guess it's up to Mario. Mario, what do you think? Can Bloopie join us?"
"This is Bloopie, a young Blooper from the Pitch Lagoon. By pressing X near water, you can jump on his back and cruise across the water without getting you wet. You can also climb up most waterfalls. Try it!"
"During battle, he can use his Blooper Barrel attack, which hits any enemy while ignoring all speed. He can also use his Inky Cloud attack for 2 PP, which slightly damages all enemies and has a 50% chance at blinding each one."
"Alright! Now we can look around more of the Lagoon for the key!"
"Ooh, Mario, I think we just found something really useful!"
"These boots right here are a special upgrade to your Jump attacks and ability called an Upgrade. Upgrades give you a new, stronger attack to use in battle, and a new ability you can use outside of battle!"
"This Upgrade is called the Double Jump upgrade. It deals 2x the damage as your regular jump in battles, and outside of battles, you can jump even higher than usual by pressing A twice in succession!"
"This is great! With this and Bloopie, we can search almost the entirety of the Lagoon! We'll still need to find something to use to go underwater, because I don't think Bloopie can help us with that, but now we've really got the chance to look!"
"Ugh! We've looked everywhere! Where did he hide that stupid key that we can't find it anywhere in the Lagoon?"
"Who's 'he?' That's not important. What is important is that we have no way to go underwater, and no places ABOVE water where the key could be!"
"WHAT IS IT?"
"...Oh. I'm so sorry about that. I think I'm just getting a tad scared that Dama's going to do something truly unforgivable to get the keys."
"I'll spare you the details of what she might do, but I will tell you that if she does do it, none of us will be able to stop her. It will be the true end of days if she succeeds."
"ARGH!"
"It's... it's nothing. Let's just find the key and leave."
"I said it's fine."
"So this is that little cave Bloopie was talking about?"
"If you're so sure about it, then I suppose we should keep looking around here."
"Hmm? What's this?"
"They've got this branding on them that says they were MADE BY THE EMPIRE. Why do you think they left them here, even after the end of the war? Wouldn't they want to bring them back with them, or at least not leave them in such a hard-to-reach spot in case they needed them again?"
"Well, at least we've got a good way to go underwater now. Maybe once we head to the Northern Third, we can check why they just left these here."
"Mario, I'll be able to fit in there with you like I do already, and Magi Guy can use the other one if we ever need him, but I won't be able to come out and give you information or check my pages."
"There's a place nearby we can use this to access called the Dusky Trench, but I haven't done much studying on it because there isn't much known about it in the first place. If you need any sort of guidance from me in there, I won't be able to help you. So just, be careful."
"Ok, we're about to head into the Trench. If you have any sort of thing that you think you'll need my help with, ask me here. Once you're ready to go in, make sure you have the suit on and jump in."
"I also won't be able to check the bios of any enemies, so it might be hard to properly release Dama's hold on any enemies you encounter down there without defeating them. You can risk using Actions, but without knowing what appeals to the enemies, you're more likely to further enhance their attachment to Dama."
"Alright, ready?"
"Well! That was quite an experience! A bit challenging not being able to help, but at least we managed to get the key! We're 2 to 0, in the lead!"
"The key that monster ate is called the Dimensional Key. If you use it in battle, it'll have a 50% chance with each enemy to teleport them out of the battle! It doesn't work on bosses, but it'll be great for a good relatively foolproof method for taking care of smaller battles!"
"So... what's next?"
"I'd suggest we head to the Southeastern Third. We've probably exhausted any chance of finding a third key in this Third."
"Also, there's something I should probably tell you about the thirds, if you haven't figured it out already. Each of the three Thirds embodies one of the five main assets in a person's bio, and often the different areas within a Third will represent different sides of that asset."
"This Third, the Southwestern Third, embodies extroverts and introverts. The Lagoon and Trench are the introverted side of the Third, and the Outpost and Garrison are the extroverted side. That's why the Lagoon had so many more introverted enemies."
"Well, the next third, the Southeastern Third, embodies defense and offense. The part of the third closest to the Center is the Sunken Heath, a city of Dry Bones that recently sunk underground due to a high magnitude of earthquakes. It embodies defense, and it's where we're going next."
"The catch is that in the very middle of the Third, there's a sort of canyon separating the Heath and the offensive side of the Third, the Clash Crater. The Heath and Crater have been pit against each other since the Thirds were first created, and the canyon between them was once where they could be together in peace."
"The unfortunate thing is, according to my pages, the canyon was recently subject to a deep freeze, trapping all within it in a thick layer of ice. Without a safe place to peacefully come together, the battle waxed like the moon. The moment we step foot inside the Third, we'll be at the very middle of that battle."
"It's going to be very dangerous going in there. There are probably a couple Items or Skills we can find around this Third that we can use to improve our odds at surviving. We'll need to be extra careful."
=== Dama/Damarnia Anasina Mervani Ornmiyla ===
"One of you again. Minions, get him."
"Hmm... So you're stronger than the rest. I suppose I'll just have to deal with you myself."
"So all we've got left here is the ruler. Can't expect that to go too well. But I suppose we'll have to find out."
"I know you're out there, Aril. I know what you're trying to do. And I know that you'll never succeed."
To be continued
=== Peach ===
"Mario... Get... Out... Of... Here!"
To be continued
=== Magi Guy ===
"Hey! Who are you? What are you doing here?"
"A likely story! Who's to know you're not here to take over the Outpost?"
"You won't get past me that easily. Answer some questions, and I just might let you through. And don't bother trying to get past otherwise, alright?"
"Where are you coming from?"
"Peach's Castle, huh? You think I really believe that? I saw that purple cloud thing fly in and out of there. There's no way anything escaped it."
"What's your name?"
"Mario? Right, right. You're trying to convince me that you're a world-famous hero that has saved entire kingdoms before? Nice try."
"What are you here for?"
"A key, huh? Well, get in line, pal. That key you're looking for has been lost for centuries. Not even I can find it!"
"Who sent you?"
"Ha! Nobody sent you? That's the funniest thing I've heard in a while! Try again."
"Who else is here with you?"
"Nobody else? I mean, that would make sense, there wasn't exactly a lot of noise before you arrived.... HAH! You thought I was actually believing you for a second? How amusing."
"What is it, sis?"
"How do you know? They could be spies from the Empire for all we know!"
"Alright, fine... But this is only because you're my sister."
"You really think you can handle what's back there? Only I've ever been able to set a foot in there. You wouldn't stand a chance."
"So you really think I'm up for small talk? Don't go thinking you can get a word out of me, you little spy."
"Right now, sis? I'm trying to figure out what those two spies are doing here!"
"What do you mean, they found the key? Nobody has seen that thing in centuries, and you expect me to believe this random plumber spy and a magic book just happened upon it?"
"Seriously? You're telling me that this puny plumber-looking guy actually found this thing? Unbelievable."
"So you're telling me this twerp thinks they're worthy of my skills? Hmm... I suppose they might be strong enough. But not as strong as me, no no no. They'll need me to stand a chance."
"This next part is going to be pretty rough. You sure you're up to it?"
"Nobody's gotten past this part, not even me. The rumors say that the ghosts in there tear all who set foot in there to shreds. You're absolutely certain you're game? Might be a good idea to go stock up on items back in the Outpost."
== Controls ==
This game is on the Nintendo Switch, so all the controls will be mapped to the capabilities of that console. Here are the controls, along with occasional motion controls, but the motion controls aren't required and are only a substitute for certain button controls or action commands.
=== Buttons ===
A: Jump/Activate (Holding A allows you to use Air Stalls like Peach's Float and Yoshi's Flutter)
B: Hammer, Gobble, etc.
X: Use Partner Ability
Y: Dash
L-Stick: Move Character
R-Stick: Move Partner (Partner generally follows you, but with R-Stick you can move them around to your liking. Pressing down on the joystick makes them automatically follow you again)
D-Pad Left: Use Item
D-Pad Right: Switch Partner
D-Pad Up: Switch Character
D-Pad Down: Use Character Ability (Aril, Toss Egg, etc.)
ZL: Use Special A/B/D-Down Ability
ZR: Crouch/Guard
+: Open Menu #1 (Use Items, check Key Items, check Status, check Map, check Skills, check Quests, and check Story)
-: Open Menu #2 (Check hints/controls, change controls and other things, and check up on general info)
=== Motion Controls ===
Shake (In Battle): Use Action Command (Replaces A button only)
Tilt: (In Battle): Use Action Command (Replaces left joystick only)
Flick Down: Use Character Ability
Point at Screen: Move Partner
Shake (Out of Battle): Use Special A/B/D-Down Ability
== Future Edits ==
(I'll now be logging each update so I can look back upon when I did things, using the m/d/y format for the dates)
4/13/22, 2:32 PM: IT HAS BEEN A LONG TIME SINCE I UPDATED THIS. Sorry about that to like the 5 people that have seen this, I've been busy with other things and... forgot to check on or even think about this. I would have made this update yesterday, but Fandom had logged me out and wasn't letting me log back in, so I had to wait for it to work again. Today, I just finishes off the Story for Chapter 3: The Entombed Realm (I promise I'll update more often in the future, at least for this because I have like 4 other pages on here that are greatly in need of updates that I have not provided).
4/22/22, 7:30 PM: Okay, I finally managed to finish the story for Chapter 4: The Frosted Rift. I'll get Chapter 5 done... eventually... but this is all for now. Also, I changed the title of Chapter 9 from Chapter 9: The Dragon's Council to Chapter 9: The Serpent's Council because it doesn't take place in the DRAGON'S Spire, it takes place in the SERPENT'S Spire, so I figured it made more sense.
---
This is all I'll be doing for now, but I thought I'd detail the future edits for this page.
# I'll be continuing to detail more details about the story.
# I'll provide more details about the World, including more characters and bosses.
# I'll fill in the blank spots of Luigi and Yoshi's Actions.
#I'll fix the Action Commands section to accommodate the new abilities I gave to each partner.
#I'll continue to add quotes for every character.
#I might give more art to the OCs.
# I'll add a Final description to summarize the whole thing.
Please refrain from editing unless you see a spelling or grammatical error. If you have suggestions for things like Actions for Luigi or Yoshi or perhaps some new attacks for some characters, you can put that in the comments. Also, if someone creates better art for Bloopie or Magnus, please show me (Better art for Herb or Dama would be nice too, but mainly the first two). Also, go check out my other Paper Mario game on here, Paper Mario: Color Burst. And if you have literally any thoughts on this then comment them.
Note from 6/11/21 (in m/d/y): Yes I finally updated again :0 I promise to do it more from now on but I've been working on a lot of other things (jeez, 4/22/22 me here, this was such an empty promise)
Category:Paper Mario GamesCategory:Paper Mario (series)Category:Role-Playing Games
Category:Mario (series)
Category:Mario Games