Paper Mario And The Elemental Sages, Complete Tattle.org Log

==Paper Mario And The Elemental Sages: Complete Tattle.org Page==
Page under development. Excuse the current state.
===Enemy Notices:===
*Fire Enemies, like Fire Bros, Fry Guys, and Embers are dealt double damage if the Ice Power badge is equipped, or if the the Tidal Wave Sage Power or a Freezie item is used on them, but heal half the intended damage if the Fire Power badge is equipped, or the WIldfire Sage Power or a Fire Flower item is used on them,
*Similarly, Ice Enemies, like Chill Puffs, Frost Piranhas, and Ice Bros are dealt double damage if the Fire Power badge is equipped, or the WIldfire Sage Power or a Fire Flower item is used on them, but heal half the intended damage if the Ice Power badge is equipped, or if the the Tidal Wave Sage Power or a Freezie item is used on them.
*Explosive foes, being Bob-Ombs, Bulky Bombs, Boombas, and Bomboos, along with the Blobomb miniboss, when lit on fire, shocked, or blown up, they will set off a chain blast. King Bob-Omb is not affected.
*Each type of Puff has a unique charge attack. They can't be leaped on during the charging process. Ruff Puffs charge with electricity, Pure Puffs charge with wind power, and Chill Puffs charge with ice power. All of them will be healed by a Lightning Rage or Thunder Rage item.
*Fuzzies, Forest Fuzzies, Flower Fuzzies, Bandits, Big Bandits, and Badge Bandits cannot steal health, flower ppints, coins, items, or badges if the Zap Tap badge is equipped.
*Whomps must be toppled by Koopolonel or Bombast before they can be harmed.
*Damage that is shown as (2 each) means two damage to both Mario and his active partner.
*Damage that is shown as (2 x 3) is to be read as the first amount being the amount of damage, and the second number being the amount of times damage is done.
*(blank) causes the listed status.
*Hostile statuses are: Burned, Poisoned, Stunned, Dazed, Frozen, Shrunk, Cancel, and Crushed.
*Helpful statuses are: Buffed, Electrified, Invisible, Dodgy, Strengthed, Bulky, Swift, and Second Wind. 
All tattles are read by Goombashley.
Areas and minor plot spoilers. Any characters you doubt would return, well, it's a fan game. I break the ice of series rules.
Majority of art is made by Zieg. Exceptions are otherwise noted.
Name and No. 	Image 	HP	ATK 	DEF	Tattle 	Moves 	Locations 	
Goomba
No. 1 	 	2 	1 	0 	
That's a Goomba. You know who these are, I'm sure. Max HP is 2, Attack is 1, and Defense is 0. "Honestly, no one can say much about Goombas"?! WHO WROTE THAT?! 	Headbonk (1) 	Seaby Catacombs, Metro Outskirts, Koopa Troupe Theatre 	
Paragoomba
No. 2 	 	2 	1 	0 	
That's a Paragoomba. It's a winged Goomba. Max Hp is 2, Attack is 1, and Defense is 0. They can't be hit with a Hammer unless you throw it. Jumping on them will drop them from the sky. Serves that jerk right. 	Dive (1) 	Seaby Catacombs, Metro Outskirts, Koopa Troupe Theatre 	
Spiky Goomba
No. 3 	 	2 	2 	0 	
That's a Spiky Goomba. It's a Goomba with a spiked hat. Max HP is 2, Attack is 2, and Defense is 0. DO. NOT. JUMP. ON. THEM. Unless you want a stabbed foot. Use your hammer. 	Spiky Headbonk (2)	Seaby Catacombs, Metro Outskirts, Koopa Troupe Theatre 	
Hyper Goomba
No. 4 	 	6 	2 (8)	0 	That's a Hyper Goomba. It's a hyperactive Gooma. Max HP is 6, attack is 2, defense is 0. When it charges up, it's attack rises to 8 damage! Stomp on it before then! 	
Headbonk (2)
Charge (+6 attack)	No-Man's Field 	
Hyper Paragoomba
No.5 	 	6 	2 (8)	0 	
That;s a Hyper Paragoomba. Take a Paragooba and make it Hyper. Bam! You get this. Max HP is 6, attack is 2, defense is 0. Just like Hyper Goombas, it can charge up. Be careful when it does! Now, how do we dodge the move... 	
Dive (2)
Charge (+6 attack)	No-Man's Field 	
Hyper Spiky Goomba
No. 6 	 	6 	3 (9)	0 	That's a Hyper Spiky Goomba. That is a mouthful. Max HP is 6, attack is 2, defense is 0. When they charge up, they do a whopping 9 damage! That is insane! 	
Spiked Headbonk (3)
Charge (+6 attack)	
No-Man's 
Field 	
Gloomba
No. 7 	 	8 	3 	0 	This is a Gloomba. It's a shady Goomba that like dark places. Max HP is 8, attack is 3, defense is 0. Besides headbonking, it'll charge both of us for 4 damage. I wonder if it would burn up if it ever saw daylight? 	
Headbonk (3)
Shady Dash 4 each)	
Deep Seaby Catacombs, Frozen Bully Mines, 100 Trial Arena 	
Paragloomba
No. 8 	 	8 	3 	0 	
This is a Paragloomba. A Gloomba with wings. Max HP is 8, Attack is 3, defense is 0. It does a powerful dive attack sometimes. I really don't wanna know the condition of it's wings.... Bleeech. 	
Dive (3)
Shadow Dive (5)	
Deep Seaby Catacombs, Frozen Bully Mines, 100-Trial Arena 	
Spiky Gloomba
No. 9 	 	8 	4 	0 	That's a Spiky Gloomba. A Gloomba - who am I kidding, you know the deal by now. Max HP is 8, atack is 4, defense is 0. They have a more painful version of the Gloomba's dash attack. I wonder why we don't see these guys in the normal Seaby Catacombs. It's  just as dark and damp there as it is here. 	
Spiked Headbonk (4)
Shadowy Spikedash (6)	
Deep Seaby Catacombs, Frozen Bully Mines, 100-Trial Arena 	
Galoomba
No. 10 	 	5 	2 	1 	That's a Galoomba. It's an exotic Goomba from the south islands. Max HP is 5, attack is 2, defense is 1. They have a hard outer shell. Flipping them over allows you to harm them easier. I heard they're a kinda mutated chestnut. Odd thing to see in a jungle. 	
Headbonk (2)
Get Up (+1 defense)	Dimble Jungle 	
Goombud
No. 11 	 	5 	2 	1 	This is a Goombud. An even weirder Galoomba. Max HP is 5, attack is 2, defense is 1. Like Galoombas, they can be flipped over, but you shoudn't jump on them when their head leaves spin, else you'll be left dizzy. 	
Headbonk (2)
Get Up (+1 defense)	Dimble Jungle 	
Octogoomba
No. 12 	 	8 	4 	0 	This is an Octogoomba. A Goomba... FROM SPACE... Ahem. Max HP is 10, attack is 4, defense is o. It'll headbutt us or spit rocks at us. Say, I wonder why they look like octopi? 	
Headbutt (4)
Rock Spit (2 x 3)	Solar Comet, The Cosmic Lady Space Station 	
Scoomba
No. 13 	
Art by Noctality on Devinat art	5 	2 	2 	That's a Scoomba. It's a Goomba that loves diving. Max HP is 5, attack is 2, defense is 2. I heard that Quake Hammer can knock them over 'cause of their helmet, and a D-down Pound can break ther helmet. But that's cruel, right Mario? 	Helmet Bonk (2) 	Shy Guy's Raid Camp (Bridge areas) 	
Goombones
No. 14 	
Art by Zieg 	6 	2 	1 	Gulp! T-That's a-a Goombones. It's a G-Goomba, or sh-should I said WAS. Max HP i-is 6, attack is t-2, and d-efense is 1.  They can call in m-more Goombones, too! L'let's just get rid of i-it already.... 	
Bonebonk (2)
Bone Rattle	Underwhere WIlds 	
Boomba
No. 15 	
art by Zeig 	4 	2 	0 	That's a Boomba. It's a strange, explosive Goomba. Max HP is 4, attack is 2, defense is 0. If it explodes, it'll do MAJOR damage!. Take it down before it goes BANG! 	
Headbonk (2)
Self-Destruct (6)	Bob-Omb Factory 	
Koopa Troopa
No. 16 	 	4 	2 	1 	That's a Koopa Troopa. These guys have been around for AGES. Max HP is 4, attack is 2, defense is 1. It you jump on it, it'll be flipped over. Then it's yours for the defeating! 	
Shell Bash (2)
Get Up (+1 defense)	Seaby Catacombs (post Chapter 1), Metro Outskirts, Koopa Troupe Theatre	
Koopa Paratroopa
No.17 	 	4 	2 	1 	That's a Koopa Paratroopa. It's a Koopa with wings. Max HP is 4, attack is 2, defense is 1. If you jump on them, they lose their wings. Then they become a normal Koopa Troopa. Let's knock it down and finish this fight. 	Shell Shot (2) 	Metro Outskirts, Koopa Troupe Theatre 	
Shady Koopa
No.18 	 	5 	2 	1 	That's a Shady Koopa. These guys are nothing to mess with. Max HP is 5, attack is 2, defense is 1. These guys can attack while on their back! Andf buff themselves when they get up! No wonder they're called shady! 	
Shell Bash (2)
Backshell (2)
Get Up (+1 defense and attack)	Koopa Troupe Theatre, Koopa Troupe Theatre Basement 	
Shady Paratroopa
No. 19 	 	5 	2 	1 	
That's a Shady Paratroopa. A Shady Koopa with wings. Max HP is 5, attack is 2, defense is 1. When they're grounded, they attack like normal Shady Koopas.  Be careful when taking them down! 	Shell Shot (2) 	
Koopa Troupe Theatre, Koopa Troupe Theatre Basement 	
Dark Koopa
No. 20 	 	8 	3 	2 	That's a Dark Koopa. A Koopa used to the darkness. Max HP is 8, attack is 3, defense is 2. These guys can make you dizzy and unable to attack. If they act hyped up, flip them over, quick! 	
Shell Bash (3)
Dizzy Shell (Dazed)
Get Up (+2 defense)	Deep Seaby Catacombs, Bully Mines, 100 Trial Arena, Palace of D 	
Dark Paratroopa
No. 21 	 	8 	3 	2 	That's a Dark Paratroopa. You know the drill - Dark Koopa with wings. Max HP is 8, attack is 3, defense is 2. These guys can still make you dizzy. You better strike hard or be good with the jump command. What am I saying? You're Mario! Of course you're a good jumper. 	
Shell Shot (3)
Dizzy Wings (Dazed)	Deep Seaby Catacombs, Bully Mines, 100 Trial Arena, Palace of D 	
Koopatrol
No. 22 	 	10	3 	2 	Woah, a Koopatrol! These guys are really strong Koopas. Max HP is 10, attack is 3, defense is 2. These guys attack like normal Koopas. They can call up more friends if they feel threatened. They can also charge a strong, last ditch attack. If Bowser left the Alliance, why are these guys still with Zhwaak's forces? 	
Shell Bash (3)
Get Up (+2 defense)
Whistle
Charge (+ 6 attack)	The Cosmic Lady Space Station 	
Dark Koopatrol
No. 23 	 	20	4 	3 	Uh-oh - it's a Dark Koopatrol. These guys are D-A-N-G-E-R! Max HP is 20, attack is 4, defense is 3. They're like slightly stronger Koopatrols. I bet Dimentio has brainwashed these guys into being his personal guards. 	
Shell Bash (4)
Get Up (+3 defense)
Whistle
Charge (+ 6 attack)	The Palace of D 	
Armed Koopatrol
No. 24 	 	10	4 	3 	
Huh. An Armed Koopatrol. These guys are quipped with swords and shields. Max HP is 10, attack is 4, defense is 3. Aside from the normal attacks, they slash at you with their swords. They can also use their shields to absorb an attack. Say, why aren't all Koopatrols armed?  	
Shell Bash (4)
Sword Swipe (4)
Shieldblock (+6 defense for 1 turn or attack, usable every 3rd turn)
Get Up (+3 defense)
Whistle
Charge (+ 6 attack)	The Cosmic Lady Space Station 	
Chargin' Chuck
No. 25 	 	8 	4 	2 	That's a Chargin' Chuck. Buff Koopas who love sports. Max HP is 8, attack is 4, defense is 2. They attack by charging at us, kicking footballs, and throwing baseballs. They can also summon more Chargin' Chucks by clapping. These guys should not be taken lightly. 	
Charge (4)
Kickoff (4)
Pitcher (2 x 3)
Clapping Call	Rainy Road, University Mush  	
Sumo Bro.
No. 26 	 	20	8 	3 	That's a Sumo Bro. These guys are pretty rare. Max HP is 20, attack is 8, defense is 3. They love to throw a ton of status effects on you. They're normal body slams are the only attack they have without any bonus effects. They have a stomp that crushes, and two shockwave attacks. One burns, the other stuns. And they hit us both. The Noctems shoulda put this guy as a guard for the Sages.	
Body Slam (8)
Firewave Stomp (8 each, Burned)
Thunder Stomp (8 each, Stunned)
Crushing Stomp (8, Crushed)	Palace of D, with Dark Koopas 	
Hammer Bro.
No. 27 	 	7 	2 	2 	
Well, if it isn't a Hammer Bro. They're armored Koopas who love hammers. Max HP is 7, attack is 2, defense is 2. They attack by throwing hammers. At low health, they'll throw several hammers. They're often hired as guards while they're not working with Bowser. 	
Hammer (2)
Multihammer (2 x 3)	Rainy Road, The Cosmic Lady Space Station 	
Boomerang Bro.
No. 28 	 	7 	2 	2 	That's a Boomerang Bro. A relative of the Hammer Bro. Max HP is 7, attack is 2, defense is 2. They toss boomerangs, which hit both of us twice. At low health, they throw two boomerangs. Just like the Hammer Bro, they'll work as guards. 	
Boomerang (2 x 2 each)
Doublerang (2 x 4 each)	
Rainy Road, The Cosmic Lady Space Station 	
Fire Bro.
No. 29 	 	7 	2 	2 	
That is a Fire Bro. A Hammer Bro who probably ate too many Fire Flowers. Max HP is 7, attack is 2, defense is 2. They attck by tossing Fireballs that can burn you. At low health, they throw a lot of fireballs. These guys love warm areas. Deserts, castles, beaches, the like. 	
Fireball (2, Burned)
Firey Fury (2 x 3, Burned)	Gritzy Desert 	
Ice Bro.
No. 30 	 	7 	2 	2 	That is an Ice Bro. A Hammer Bro that's a cryomancer. Max HP is 7, attack is 2, defense is 2. They toss ice balls that can freeze you. At low health... You guessed it, they toss a lot of iceballs. They love anything cold - even water is fine. 	
Iceball (2, Frozen)
Frozen Flurry (2 x 3, Frozen)	Mt, Frostmor 	
Lakitu
No. 31 	 	8 	2 	2 	That's a Lakitu. A Koopa who rides around on clouds. Max HP is 8, attack is 2, defense is 2. They attack by tossing Spiny Eggs. They can also summon more Spinys from the Eggs. I wonder if I can hijack one of those clouds... 	
Spiny Flip (2)
Spiny Hatch	Cloud Circuit 	
Storm Lakitu
No. 32 	 	10	3 	3 	That's a Storm Lakitu. It's a Lakitu that was empowered with lightning. Max HP is 10, attack is 3, defense is 3. They throw Shock Spiny Eggs, and have the attacks of normal Lakitus. They can also charge up their cloud for a powerful lightning attack. They're basically Dimentio's air force. 	
Shock Spiny Flip(3)
Shock Spiny Hatch
Charge Cloud (Electrified)
Discharge Cloud (3 x 3, turn after Charge Cloud)	Palace of D Courtyard 	
Buzzy Beetle
No. 33 	 	4 	2 	2 	
That's a Buzzy Beetle. It's a small, Koopa-like creature that likes the darkness. Max HP is 4, attack is 2, defense is 2. It attacks by dashing into you with it's shell. Like any shell creatre, it can be flipped over with a Jump. Apparently, some geneticists think Buzzies are the ancestors of Koopa Troopas. 	
Shell Bash (2)
Get Up (+2 defense)	Dustfoot Valley, Bob-omb Mines, Seaby Catacombs (post Chapter 2) 	
Parabuzzy
No. 34 	 	4 	2 	2 	That's a Parabuzzy. It's a Buzzy with wings. Max HP is 4, attack is 2, defense is 2. They attack by diving at you. These guys really aren't complex. 	
Dive (2) 	Dustfoot Valley 	
Spike Top
No. 35 	 	5 	2 	2 	That's a Spike Top. A Buzzy Beetle with a spike on its back. Max HP is 5, attack is 2, defense is 2. They attack just like Buzzies. In case you couldn't tell, you can't jump on it. You need Spikey Shield for that. Since the whole Buzzies-are-Koopa-ancestors thing, maybe this is a Spiny ancestor. 	
Shell Bash (2)
Get Up (+2 defense)	Bob-omb Mines, Deep Seaby Catacombs 	
Spiny
No. 36 	 	6 	3 	3 	This is a Spiny. Small, spike-covered Koopa relatives. Max HP is 6, attack is 3, defense is 3. They attack by rolling up into spiky balls and charging at you. They can also roll up into a spiky ball to absorb all damage. Take them out before that happens! 	
Spiny Slam (3)
Roll Up (Invulnerable)
Get Up (+3 defense)	Cloud Circuit, Deep Seaby Catacombs 	
Shock Spiny
No. 37 	 	8 	4 	4 	
That is a Shock Spiny. When the Storm Lakitus were amplified with lightning, so were these guys. Max HP is 8, attack is 4, defense is 4. They attack like Spinies, but they can also electrify themselves. They'll attack in this electrified state, and that can cause stun. These guys are Dimentio's infiltrators. 	
Spiny Slam (4)
Roll Up (invincibility)
Get Up (+4 defense)
Electrify Shell (Electrified)
Electro Slam (4, Stunned)	Palace of D, Palace of D Courtyard 	
Magikoopa No. 38 	 	7 	3 	0 	That's a Magikoopa. They're the magicians of the Koopa race. Max HP is 7, attack is 3, defense is 0. They fire magic spells at us, sometimes curving them for a backwards spell. They can also give their turn to an ally and duplicate themselves. They are not to be taken lightly! 	
4-Polygon Spell (3)
Backsling Spell (3)
Turn-transfer Spell (gives ally Second Wind)
Heal (+3 HP)
Magikopy	Magic Ruins, Noctem Castle 	
Red Magikoopa No. 39 	 	7 	3 	0 	That's a Red Magikoopa. It's a Magikoopa in red robes. Max HP is 7, attack is 3, defense is 0. Beyond the normal attacks and duplication, they can buff their allies attack and defense. And.... that's it. 	
4-Polygon Spell (3)
Backsling Spell (3)
Power-Up Spell (gives ally +1 Power)
Defense-Up Spell (gives ally +1 defense)
Magikopy	Magic Ruins, Noctem Castle 	
Green Magikoopa
No. 40 	 	7 	3 	0 	That's a Green Magikoopa. A Magikoopa in snazzy green  robes. Max HP is 7, attack is 3, defense is 0. they have the same attacks as other Magikoopas, plus the duplication. They can also give their allies the Electrified, Invisible, and Dodgy statuses. I really don't have more to say... 	
4-Polygon Spell (3)
Backsling Spell (3)
Zap Tap Spell (gives ally Electrified)
Invisiblity Spell (gives ally Invisible)
Dodgy Spell (gives ally Dodgy)
Magikopy	Magic Ruins, Noctem Castle 	
White Magikoopa No. 41 	 	7 	3 	0 	That's a White Magikoopa. How do they keep those robes so CLEAN?! Uh.. anyway, max HP is 7, attack is 3, defense is 0. You guessed it - they have the same normal attacks and duplication like other Magikoopas. They can also grow their allies' size and shrink us. Other than that... WHY ARE THESE SO SIMILAR?! 	
4-Polygon Spell (3)
Backsling Spell (3)
Instant Growth Spell (gives ally Buffed)
Shrinking Spell (Shrunk)
Magikopy	Magic Ruins, Noctem Castle 	
Clubba
No. 42 	 	7 	4 	0 	That is a Clubba. Spike-like creatures that carry clubs instead of chucking spikes. Max HP is 7, attack is 4, defense is 0. They attack by swinging their club and can summon more Clubbas. They normally guard important things, but they sleep on the job a lot, and they're really susceptible to sleep-causing items. 	
Club Smack (4)
Beating Call (summons new Clubba)	Magic Ruins, Noctem Castle 	
Spike
No. 43 	 	5 	3 	0 	This is a Spike. They're odd anphibi-turtle creatures. Max HP is 5, attack is 3, defense is 0. They attack by spitting spiky balls at you. How do they even spit those up?! They are a little cute though... 	Spike Ball (3) 	Shy Guy Raid Camp 	
Mechakoopa
No. 44 	uber lazy editing i know right	6 	3 	1 	That's a Mechakoopa. Small, robo-koopas that are often used on airships for maintenance. Max HP is 6, attack is 3, defense is 1. They attack by chomping you with their metallic teeth, and if you hit them hard, they'll charge you and self-destruct. Even if you take it out, they might recharge if you don't finish the battle in time! 	
Metal Bite (3)
Self-destruct (6)
Recharge (+6 HP)	University Mush 	
Dull Bones No. 45 	 	1 	2 	1 	That is a Dull Bones. It's a bunch of old, dusty Koopa bones. Max HP is 1, attack is 2, defense is 1. They throw bones at you and can build up new Dull Bones. Where they keep those bones, I have no idea. If you break them, they might reawaken after a while. 	
Bone Toss (1)
Reawaken (+1 HP)
Construct (summons new Dull Bones)	Dustfoot Valley, Bob-omb Mines 	
Dry Bones
No. 46 	 	6 	3 	2 	
That is a Dry Bones. They used to be a Koopa. Max HP is 6, attack is 3, defense is 2. They can throw one bone or three - their choice. They can also reawaken and build more Dry Bones. They're basically elite Dull Bones. 	
Bone Toss (3)
Multibone (3 x 3)
Reawaken (+6 HP)
Construct (summons new Dry Bones)	Underwhere Wilds 	
Parabones
No. 47 	 	6 	3 	2 	
This is a Parabones. It's a Dry Bones with wings. Max HP is 6, attack is 3, defense is 2. Beyond the normal Dry Bones attacks, they'll also swoop into you. And yes, they can build new Dry Bones. As always, stomping them drops them from the sky... but it takes two jumps to do so. 	
Bone Toss (3)
Multibone (3 x 3)
Bone Swoop (3)
Construct (summons new Dry Bones)	Underwhere Heights 	
Bony Beetle No. 48 	 	6 	3/4 	3 	That's a Bony Beetle. It's a long-dead Buzzy Beetle. Max HP is 6, attack is 3, defense is 3. They attack by slamming into you with their shells and can do a backflip attack. Upon being hit, they'll burst spikes out of their shells and gain an extra attack point. They'll still as cute as any Buzzy, though. 	
Shell Bash (3)
Shell Flip (3)	Underwhere Wilds 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
Nin 	 	 	 	 	 	 	 	
Ji 	 	 	 	 	 	 	 	
Triggler 	 	 	 	 	 	 	 	
King Crusha 	 	 	 	 	 	 	 	
Boddle 	 	 	 	 	 	 	 	
Blobomb 	 	 	 	 	 	 	 	
Wingbone 	 	 	 	 	 	 	 	
Brawwk Hawk 	 	 	 	 	 	 	 	
Zhwaak 	 	 	 	 	 	 	 	
Big Boo 	 	 	 	 	 	 	 	
Sir Kaiser 	 	 	 	 	 	 	 	
Thwomp 	 	 	 	 	 	 	 	
Piranha Creeper 	 	 	 	 	 	 	 	
Lanky Piranha 	 	 	 	 	 	 	 	
Drex 	 	 	 	 	 	 	 	
Blooper 	 	 	 	 	 	 	 	
Koopersoldier 	 	 	 	 	 	 	 	
Neomite 	 	 	 	 	 	 	 	
King Bob-omb 	 	 	 	 	 	 	 	
Maxwhaak 	 	 	 	 	 	 	 	
Maxwhaak 2.0 	 	 	 	 	 	 	 	
Cannnon Guys 	 	 	 	 	 	 	 	
General Guy 	 	 	 	 	 	 	 	
Ghoul Chomps 	 	 	 	 	 	 	 	
Brad Brooly 	 	 	 	 	 	 	 	
Petey Piranha/ Flappity Piranha	 	 	 	 	 	 	 	
Omegadrex 	 	 	 	 	 	 	 	
King Boo 	 	 	 	 	 	 	 	
Bowser 	 	 	 	 	 	 	 	
Bowser Jr 	 	 	 	 	 	 	 	
Kamek 	 	 	 	 	 	 	 	
Kammy Koopa 	 	 	 	 	 	 	 	
Dimentio 	 	 	 	 	 	 	 	
Floro-Dimentio 	 	 	 	 	 	 	 	
Hydratail 	 	 	 	 	 	 	 	
							
							
Category:Subpages
Category:Paper Mario (series)
Category:Mario (series)
Category:Tattle Logs
Category:Character Artwork
Category:Articles for Monobook
Category:Articles under Construction