Paper Mario: Sticker Star (Wombatguy version)

=Story=
==Prologue - Bowser Crashes the Party==
The Sticker Star, an interstellar object of immense power and the ability to grant wishes, has arrived at the Mushroom Kingdom, as it does once every fifty years, along with its guardian, Kersti. The traditional Sticker Fest is held, where Princess Peach will wish for happiness and good fortune for all of her subjects for the next fifty years. Just as Peach is about to make her wish, Bowser crashes the party. He announces his own wish to rule over the Mushroom Kingdom with Princess Peach at his side. Despite the efforts of a few of Peach's Toad retainers, Bowser touches the Sticker Star before Mario can spring into action, setting off a brilliant flash of light and a colorful explosion.
Mario wakes up the next morning, the Sticker Fest having been trashed and Peach and Bowser nowhere to be seen. Mario rescues the Kersti and the citizens of Decalburg, some of who are hiding and others of who have been taped up by Bowser, and learns from Kersti that after Bowser touched it, the Sticker Star split into seven crowns. Six of these were launched into parts unknown while the last one landed on Bowser's head, granting him super-strength. Bowser then kidnapped Peach and fled the scene, causing immense chaos and destruction through the Sticker Festival and Decalburg. Kersti says that the Royal Stickers, the seven crowns that form the Sticker Star, are immensely powerful and incredibly dangerous in the wrong hands, and quickly recruits Mario in her effort to recover the Royal Stickers and reform the Sticker Star.
After questioning the rescued Toads, Kersti discovers that a bright red gleam was seen in the mountains to the south. After confronting a trio of invading Goombas, Mario and Kersti hit the road and begin their epic adventure.
==Chapter One - Little Goomba, Big Ego==
Mario and Kersti encounter Bowser Jr. while trekking through Warm Fuzzy Plains. Though he tries to impede their progress by ripping a bridge out of existence and wadding it up into a ball, Kersti teaches Mario the paperization technique and quickly restores the bridge to its former glory, allowing them access to Windmill Village. 
Mario finds that Windmill Village has been taken over by hostile Goombas from the nearby Goomba Fortress. Finding the Fan Thing, Mario is able to enter the town's eponymous windmill and rescue the mayor from the large 4-Fold Goomba. The mayor unlocks the gate leading to Whammino Mountain, allowing Mario to continue his journey. 
After a largely-uneventful journey across Whammino Mountain, Mario finally makes it to Goomba Fortress. Navigating the fortress's various traps, Mario soon arrives at the central tower and confronts a Goomba wearing the Red Royal Sticker, Megasparkle Goomba. Megasparkle Goomba fuses with nearby Goombas to become an enormous gestalt creature. However, Mario and Kersti are able to break it back into its individual members and soon trounce Megasparkle Goomba into submission. 
Flashblack - As Mario touches the Red Royal Sticker, he suddenly has a vision of a particularly-small and running away from some bullies, who are Goombas. The Goomba stumbles down a ledge, and when it awakens, finds the Red Royal Sticker, sticking out of the dirt in front of him. The Goomba soon leaps back up the ledge, wearing the sticker and considerably-larger, ordering its tormentors to escort themselves to the fortress's dungeon. The Goomba bullies, though stunned, resist his commands. This prompts the Royal Sticker-wearing Goomba to glower at them and its crown to shimmer. Immediately afterwards, the other Goombas are compelled to obey his orders. By the time Megasparkle Goomba returns to Goomba Fortress, he's already gathered a small number of Goomba followers, who carry him through the gates on their heads. At this point, Mario comes to and Kersti reprimands him, telling him that he shouldn't handle the Royal Stickers so roughly. 
Interlude - The scene shifts to Princess Peach, who is sitting around in a dungeon cell. She makes the offhanded remark that usually Bowser gives her better accommodations than this, and proceeds to search through her cell in search of a possible escape. She notices a loose stone in the wall and struggles to move it to the side. Suddenly, she hears approaching footsteps nearby and pretends to be sleeping in her bunk. Somebody is telling one of their subordinates to thoroughly clean their chambers while they're away hiding a Royal Sticker in Drybake Stadium. After footsteps are heard traveling away from Peach's cell, she scrawls some notes on a piece of pink paper, folds it into a paper airplane, and throws it through her cell window. We see the paper airplane flying away as we zoom out to reveal an enormous, flying castle surrounded by thundering storm clouds. 
==Chapter Two - The Hidden Treasures of Drybake Desert==
Mario and Kersti make it back to Decalburg. Although they're excited to have recovered a Royal Sticker, Kersti admits that she doesn't have a clue where to begin looking for the next one. A nearby Toad interjects and says that he has something for Mario, handing him a folded pink piece of paper. Mario reads the note from Peach, who tells him that she's fine and that Bowser's forces are planning to hide a Royal Sticker in Drybake Stadium. With a lead in tow, the pair gain access to Dusty Tunnel and make their way to Drybake Desert.
Crossing Drybake Desert, the duo arrive at the Dig Site and inquire to some archeologists about the location of Drybake Stadium. The archeologists tell them that last night, an orange glint was seen in the sky. The next morning, Drybake Stadium had disappeared, leaving behind only a shattered stone tile and an ancient inscription, instructing the reader to "make the runes whole again to summon the way to the Sun". The head archeologist tells Mario he believes Drybake Stadium may return if the pieces of the stone tile are located and put back into place. Fortunately, one of the missing pieces is found at the far end of the Dig Site itself, dislodged using TNT ignited by either the nearby Lighter Thing or a Fire Flower sticker.
Venturing back into Drybake Desert, Mario stumbles across the Yoshi Sphinx, who hasn't had anyone to talk to in over 2,500 years. The Sphinx asks Mario to solve its riddles, promising passage to the Ancient Pyramid if he can do so. These "riddles" turn out to be trivia questions. If Mario successfully answers five of these questions, the Sphinx lifts its massive tail to the side, allowing Mario access to the Ancient Pyramid. If Mario answers three questions incorrectly, however, the Sphinx calls Mario a dullard and goes back to sleep. In this case, the Sphinx can be woken up again immediately and the player can attempt the questions again in exchange for 50 Coins.
At the Ancient Pyramid, Mario and Kersti make it to the top, disappointed to not find a tile piece. However, Kamek immediately swoops in, shocked at Mario's presence and demanding to know what they're doing. Kersti in turn angrily accuses Kamek of hiding the tile pieces. Kamek sputters that he has no idea what she's talking and resolves to take care of the two regardless. After an intense battle, Mario and Kersti emerge victorious. Before Kamek flees, he casts a magical beam that destroys the top of the pyramid, sending Mario and Kersti tumbling below. Immediately, they find a missing tile piece inside. From above, Kamek tells them that it won't do them much good as he magically repairs the destroyed section of the pyramid, trapping Mario and Kersti inside. However, after confronting from mummified Pokeys and exploring the pyramid a bit more, Mario discovers an ancient Super Hammer, allowing them to destroy more kinds of blocks and escape.
Back in Drybake Desert, Mario and Kersti discover a Vacuum Thing buried in the sands. Making their way to Damp Oasis, Mario discovers that the town is besieged by a swirling sandstorm. Using the Vacuum, Mario is able to suck up the sandstorm and expose those responsible for it, a group of five Paratroopas who have combined themselves into a spinning ring. After defeating them, the mayor of Damp Oasis thanks Mario, but also tells him that the sandstorm sucked away all of Damp Oasis's water. Kersti recalls there being something that could help them out in Warm Fuzzy Hills, but expresses frustration that it's so far away. The mayor tells her that getting there is easy with pipe travel. With that, he reveals a pipe leading to a chamber with one other pipe. If the player hits a switch in the room and takes the resulting third pipe, it's revealed that Mario has ended up back in Decalburg. Taking the other pipe back in the chamber reveals that it leads to Windmill Village. Getting back to Warm Fuzzy Hills from here, Mario is able to use his new Super Hammer to access a new path leading to the Faucet Thing. Taking it back to Damp Oasis, the town's water supply is refilled and the mayor gives Mario the final tile piece as a reward.
Arranging all three missing tile pieces back together back at the Dig Site, the tile suddenly unfolds into a dizzying tower, Drybake Stadium. Inside, Mario braves traps, heights, and strange monsters as he makes it to the top. At one point, Mario has the option to use his Paperization abilities to remove a Baseball Bat Thing wedged between two walls. Doing so reveals that it was holding apart trap crushing walls, forcing Mario to find an alternative route. Finally at the top, they encounter Tower Power Pokey, who is wearing the Orange Royal Sticker. After defeating Tower Power Pokey using its weakness to the Baseball Bat, electricity-based Things, or sheer gumption, Mario and Kersti retrieve the second Royal Sticker.
Flashback - Kersti cautions Mario to be careful handling the Royal Sticker. When he touches it, he has another vision. A group of Pokeys are stretching out at the top of Drybake Stadium, basking in the Sun. A smaller Pokey attempts to do so, is quickly overshadowed by another stretching Pokey. The small Pokey sulks away, wishing that it could grow up already so that it too could show its appreciation to the Sun. A voice from above tells it that such a thing could be wished for. The Pokey looks up to see a strange wizard riding a broom and holding a crown. The Pokey asks the wizard its name, but the wizard ignores the question, telling it that the crown has the power to make the wearer's greatest desires come true. The wizard offers to give the crown to the Pokey, in exchange for protecting its power from those that would abuse it. The Pokey quickly accepts and places the crown on its head, growing to a tremendous size as the wizard flies away. For one glorious second, the Tower Power Pokey is able to bask in the full radiance of the Sun, before the tower suddenly collapses and the Pokeys fall into darkness. Power Tower Pokey looks around in disbelief, wondering where the Sun is and what has happened to Drybake Stadium. Mario suddenly lurches back into the present. Kersti asks him what he saw, and upon Mario telling her, remarks that the power of the Royal Stickers are indeed vast and dangerous, and that they need to regroup and locate the next one as soon as possible.
Interlude - Peach manages to push away the loose stone on the wall of her cell and discovers a small hallway. From here, she's able to access other prisoner cells, including a stinky Goomba who has been imprisoned for refusing to take a bath, and one of Peach's royal Toad retainers. The Toad is able to tell her that the next room over is used as a break room for the dungeon's guards, and that the room sometimes isn't occupied by anyone, making it useful as a means of accessing the rest of Bowser's Castle. Currently the room is occupied, but the Toad encourages Peach to get as close to it as possible from inside the hidden hallway, to eavesdrop for possible information. Peach does so, and learns that Kamek was severely reprimanded for allowing Mario to get another Royal Sticker. Another voice asks if Bowser shouted at Kamek more loudly than usual, but the other voice says that Kamek's punishment was "...a bit more than that". The voice then continues to say that the efforts to find the Royal Sticker in the Bafflewood have intensified, in an effort to please Bowser and calm him down. Peach makes note of this and conveys it to Mario in the next paper airplane she sends out of her window.
==Chapter Three - Putting Begonia Back Together Again==
Returning to Decalburg, Mario and Kersti find that the Toads have cleared away more debris from Bowser's attack, allowing them access to its harbor district. Upon walking into it, Kersti wonders out where the next Royal Sticker could possibly be, when a pink paper airplane flies right into her face. Kersti freaks out about almost being poked in the eye, but quickly regains her composure as she releases that it's another note from Princess Peach. Upon reading the note, Mario learns that Bowser's forces are scouring the Bafflewood forest area for a rumored Royal Sticker. Kersti tells Mario that they need to get over there and beat Bowser's minions to the Royal Sticker.
==Chapter Four - Poisonous Personalities==
==Chapter Five - An Eternal Winter Wonderland==
==Chapter Six - Petey Piranha's Fiery Feast==
==Chapter Seven - Battle for the Sticker Star==
=Major Changes from the Original Game=
== General ==
=== Things ===
Things no longer have to be taken to the Sling-A-Thing in order to turn them into usable Stickers. Instead, Kersti will immediately transform them into Stickers upon locating them in the overworld. After this, Mario can use said Things whenever he likes during battles or in the overworld.
In addition to a vendor who sells previously-located Thing Stickers back to the player for a hefty price (now located Shimmering Port), Kersti is able to use Sparkle Points (SP) to recreate previously-located Thing Stickers herself. This is a skill she can learn from an NPC at Outpost Island in exchange for Star Pieces. Kersti can create Thing Stickers at any time in the overworld, so long as she has the required amount of SP.
=== Sticker / Thing / Scrap Placement ===
The placement of Stickers, Things, and Scraps in the overworld has been streamlined considerable. Mario and Kersti no longer enter a special screen to do so, and Mario no longer has to press down whatever is being placed in the overworld. Instead, when the player is in the overworld, they can select a Sticker, choose to place it in the overworld, and use the stylus to quickly drag it into place. Scraps also have the option to be quickly flipped or rotated right or left.
==Battling==
===Action Commands===
Most of Mario and Kersti's moves involve action commands. These are made much more explicit and clear compared to those in the original Sticker Star, to the extent of those used in the first two Paper Mario games.
===Superguarding===
In addition to performing normal guards that reduce the amount of damage taken from enemy attacks, Mario can now perform superguards. Superguarding operates similarly to how it did in Thousand-Year Door: If the player can press the B Button just as Mario is in contact with an attack, then all damage from that attack will be negated and any enemy that made contact with Mario will take a small amount of damage. Like Thousand-Year Door, superguarding requires much more precise timing to properly execute compared to regular guarding. Additionally, in Sticker Star, superguarding against projectile attacks will ricochet that projectile back to the enemy that cast it, inflicting them with a small amount of damage. If the player manages to superguard while under the effects of a Tail Sticker, then the damage resulting from ricocheted projectiles will be doubled.
=== Sparkle Points ===
Sparkle Points (shortened to SP) are used in Sticker Star to fuel Kersti's special Sticker Powers and Thing Summons. They are intended to be a combination of Flower Points and Star Power from previous Paper Mario games. Sparkle Points are restored in the following ways:
*Use a sticker - Restores a certain amount of SP, depending on the grade and size of sticker used.
**Worn - Restores no SP.
**Normal - Restores 1 SP.
**Shiny - Restores 2 SP.
**Flashy - Restores 3 SP.
**Megaflash - Restores 4 SP.
**Medium-Sized - The amount of SP recovered from using the sticker, in combination with the SP gained from successfully performing the associated Action Command and Stylish Techniques, is multiplied by 1.5, rounding up.
**Large-Sized - The amount of SP recovered from using the sticker, in combination with the SP gained from successfully performing the associated Action Command and Stylish Techniques, is multiplied by 2.
*Successfully pull off action commands - Most stickers used to damage enemies are associated with an Action Command. Successfully pulling it off with an "Excellent" rating will restore 1 SP. Action Commands associated with moves that do not involved stickers (i.e. using a Thing or one of Kersti's special moves) will not restore SP.
*Successfully pull off Stylish Techniques - All non-Support and non-Ally stickers have at least one opportunity to pull off a Stylish Technique while Mario is performing the move associated with them, and many have more than one possible Stylish Technique. For each Stylish Technique Mario performs, he is awarded 1 SP.
*Use certain SP-restoring stickers - New stickers have been introduced that are intended to restore a large amount of SP. For instance, using the Honey Syrup sticker will restore a base 10 SP. Some stickers can even restore both HP and SP at once!
*It's important to note that unlike Flower Points, Sparkle Points CANNOT be restored by using a Heart Block.
=== Battle Spin ===
The Battle Spin system in Sticker Star is no longer coin-operated, instead using Sparkle Points to operate. It costs 5 SP to stop the Battle Spinner on its first slot and 10 SP to stop the first two slots simultaneously. If the symbols on at least two slots match, Mario is able to use two stickers during his turn in battle. If all three slots having matching symbols, he's able to use three stickers in one turn, as well as receive a small bonus depending on what symbols matched.
*Mushroom Symbols - Restores 20 HP to Mario.
*Crown Symbols - Restores 10 SP.
*Coin Symbols - A small number of coins is immediately rewarded to Mario.
*Rock Symbols - All enemies on the battlefield are hit with falling rocks, causing slight damage to each. This bonus ignores enemy defense stats.
*Thunder Cloud Symbols - All enemies on the battlefield are struck by lightning, causing moderate damage to each. This bonus ignores enemy defense stats.
*Star Symbols - Mario is completely invulnerable during his next turn. Enemies that directly attack Mario during this turn will also take a small amount of damage.
*Poison Mushroom Symbols - Poisons Mario for two turns.
===Kersti in Battle===
After recovering the first Royal Sticker at the end of Level 1-6, a little bit of Kersti's strength will be returned to her, allowing her to aid Mario in battle. Her options in battle are as follows:
*Shine Rush - Kersti rams into an enemy, causing damage. Said damage (usually) ignores all enemy defenses, which can make it very useful in certain situations. Her attack power increases by 1 for every Royal Sticker collected, doubling if she successfully pulls off an Action Command by pressing the A-Button right as she contacts an enemy. Because Shine Rush is a physical contact move, she cannot (normally) attack enemies with forward-facing defenses or that are hazardous to touch in general.
*Prattle - Kersti's secondary innate ability in battle. She identifies an enemy and gives Mario its HP, Attack, and Defensive stats, as well as a short blurb about them, which can also provide hints on how to deal with them. Afterwards, that enemy's individual HP will be visible whenever encountering it in the future.
*Sticker Powers - An array of special moves that tend to be defensive / supportive in general.
**Wistful Wish - Kersti prays to the heavens, allowing her to recover some of the party's SP. This starts at 1 and increases by 1 for each Royal Sticker recovered. If Mario is completely out of stickers, performing this will also add 2 to 5 Worn-, Normal-, or Shiny-grade Jump or Hammer stickers to Mario's sticker collection.
**Red Refresh - Heals Mario 10 HP. Costs 10 SP. Gained after collecting the Red Royal Sticker.
**Orange Outrage - Kersti berates the opposing team. They have a chance of shrinking in size and having decreased attack power for 2 turns. Costs 15 SP. Gained after collecting the Orange Royal Sticker.
**Pink Powerhouse - Boosts Mario's attack power for 2 turns. Costs 15 SP. Gained after collecting the Pink Royal Sticker.
**Violet Volley- Attacks all enemies on the field for 12 defense-piercing damage. Costs 20 SP. Gained after collecting the Violet Royal Sticker.
**Blue Bounty - Heals Mario 30 HP. Costs 30 SP. Gained after collecting the Blue Royal Sticker.
**Green Guardian - Grants Mario complete invincibility from attacks for the next turn, even against instakill moves, and slightly damages enemies that attack him directly. Costs 20 SP. Gained after collecting the Green Royal Sticker.
**Golden Gridlock - Enemies on the opposing team have a chance of freezing in place for 2 turns. Costs 20 SP. Gained after collecting the Golden Royal Sticker.
*Thing Summons - Kersti restores a Thing Sticker into Mario's sticker collection, which Mario can use during his next turn. Recovering Thing Stickers in this way costs some SP, the exact amount of which depends on the Thing Sticker being restored. Kersti can learn to restore specific Thing Stickers by going to Merlon in Outpost Island and paying him a certain amount of Star Pieces.
*Guard - Kersti assumes a defensive stance. This prevents her from being stunned if hit with attacks during the enemy party's next turn.
Similar to partners in the original Paper Mario, Kersti has no HP and is instead stunned into inaction for 1 to 3 turns if hurt by an enemy attack. The amount of time stunned depends on the severity of the enemy attack. However, she will not be stunned by attacks if she manages to successfully guard against them instead. The player can even attempt to Superguard with her if they're feeling gutsy.
===Stat Boosting===
==== HP & SP ====
Unlike the original game, Mario does not upgrade his HP and base Attack stats by finding upgrades in the overworld. Instead, HP and SP can be upgraded by spending coins at Smoothie Bars in Decalburg, Shimmering Port, and Outpost Island. There are 16 grades of Smoothie to purchase, each of which can increase either HP or SP by 5, but only if the previous grades of Smoothie have also been purchased and consumed. Have Mario drink the Smoothie to boost HP, and Kersti to boost SP.
* Plain Smoothie - Raises HP or SP to 25. Costs 50 Coins.
* Adequate Smoothie - Raises HP or SP to 30. Costs 100 Coins.
* Good Smoothie - Raises HP or SP to 35. Costs 200 Coins.
* Great Smoothie - Raises HP or SP to 40. Costs 300 Coins.
* Joyful Smoothie - Raises HP or SP to 45. Costs 400 Coins.
* Super Smoothie - Raises HP or SP to 50. Costs 500 Coins.
* Super-Duper Smoothie - Raises HP or SP to 55. Costs 650 Coins.
* Amazing Smoothie - Raises HP or SP to 60. Costs 800 Coins.
* Awesome Smoothie - Raises HP or SP to 65. Costs 1,000 Coins.
* Radical Smoothie - Raises HP or SP to 70. Costs 1,200 Coins.
* Fantastical Smoothie - Raises HP or SP to 75. Costs 1,500 Coins.
* Legendary Smoothie - Raises HP or SP to 80. Costs 1,750 Coins.
* Unreal Smoothie - Raises HP or SP to 85. Costs 2,000 Coins.
* Miracle Smoothie - Raises HP or SP to 90. Costs 2,500 Coins.
* Penultimate Smoothie - Raises HP or SP to 95. Costs 3,000 Coins.
* Ultimate Smoothie - Raises HP or SP to 100. Costs 4,000 Coins.
==== Attack Power ====
Although Mario no longer boosts his base attack power whenever he boosts his HP, he can purchase permanent Boot and Hammer upgrades from certain shops. Previous grades of Boots and Hammers need to be purchased before their upgrades go on sale.
* Super Boots - Boosts each jumping attack by 1. Purchasable from Decalburg onwards for 250 coins.
* Super Hammer - Boosts each hammer attack by 2. Purchasable from Decalburg onwards for 250 coins.
* Ultra Boots - Boosts each jumping attack by 2. Purchasable from Shimmering Port onwards for 750 coins.
* Ultra Hammer - Boosts each hammer attack by 4. Purchasable from Shimmering Port onwards for 750 coins.
* Miracle Boots - Boosts each jumping attack by 3. Purchasable from Outpost Island for 1,500 coins.
* Miracle Hammer - Boosts each hammer attack by 6. Purchasable from Outpost Island for 1,500 coins.
=== Medals ===
Medals are intended to be the replacement for Badges in previous Paper Mario games. Medals are items that bestow upon Mario certain effects when equipped. The player can find Medals in a variety of ways, from purchasing them in shops to locating them in the overworld. Like badges, Mario can only equip a limited number of Medals at a time. He can increase the number of Medals he can equip by purchasing larger Lapels at shops. The previous grades of Lapels must be purchased before you can buy their upgrades.
* Big Lapel - Increases the number of Medals you can equip from 1 to 2. Purchasable from Decalburg onwards for 250 coins.
* Huge Lapel - Increases the number of Medals you can equip from 2 to 4. Purchasable from Shimmering Port onwards for 750 coins.
* Gigantic Lapel - Increases the number of Medals you can equip from 4 to 6. Purchasable from Outpost Island for 1,500 coins.
* Titanic Lapel - Increases the number of Medals you can equip from 6 to 8. Is the grand prize of an Intense difficulty Snifit or Whiffit run in 7-5 Bowser's Sky Castle. Unlike other upgrades, the player does not have to possess the previous Lapel upgrades in order to get the Titanic Lapel.
The following are the available Medals available in the game.
* Antidote Medal - Removes Poison Mushrooms from the Battle Spin.
* Catcher Medal - Increases the chance that an enemy will be won over to Mario's side when using a Catch Sticker.
* Challenge Medal - Doubles the HP of all enemies and bosses.
* Defense Medal - Reduces the damage Mario takes by 20%.
* Head-Start Medal - Allows Mario to use two stickers, but only during his first turn in battle. Combine with the Battle Spin to use three or even four stickers!
* Gambler Medal - Reduces the SP costs to use the Battle Spin by 1. Reduces the SP costs to match two panels on it by 2.
* Immunity Medal - Renders Mario immune to debuffs.
* Ironfoot Medal - Allows Mario to jump on spiky or fiery enemies, even without Iron Jump stickers.
* Jackpot Medal - Boosts the amount coins and stickers Mario receives from winning battles.
* Last-Ditch Medal - At 20% HP or less, Mario's attack power increases by 20%.
* Mage's Medal - Reduces the SP cost of Kersti's Sticker Powers by 20%.
* Offense Medal - Boosts Mario, Kersti, and any Allies' attack power by 20%.
* Overwhelm Medal - Allows Mario to skip battles with weaker enemies with a small coin reward if he performs a First Strike against them.
* Painful Medal - Doubles the damage Mario takes from enemy attacks.
* Patience Medal - Reduces the speed of the Battle Spin.
* Payback Medal - Enemies that inflict Mario with direct damage are also inflicted with half of that damage.
* Recovery Medal - Heals Mario's HP by 5 each turn in battle.
* Recycle Medal - Each time a sticker is used, there's a 25% chance it won't be used up, allowing the player to use it again.
* Refund Medal - Gives Mario a small amount of coins after using Stickers in battle, or a larger amount for Things.
* Retreat Medal - Guarantees that running from battle is successful, and reduces the coin penalty for doing so.
* Revival Medal - Revives Mario with 25% HP if he's defeated. Must be charged by hitting a Recovery Block if used, equipped, or reequipped.
* Saver Medal - Reduces shop prices by 20%.
* Scrappy Medal - At 20% HP or less, Mario's defense increases by 50%.
* Speed Medal - Increases Mario's speed in the overworld.
* Spotter Medal - Reveals each enemy's HP.
* Steadfast Medal - Reduces the turns that Kersti spends stunned after being attacked by 1.
* Summoner's Medal - Reduces the SP cost of Kersti's Thing Summons by 20%.
* Timing Medal - Increases the time allowed for Mario, Kersti, and any Allies to perform Action Commands, Guards, and Superguards.
* Tracker Medal - Chimes whenever a Star Piece is nearby.
* Tutor Medal - Adds a visual indicator of when you can perform Guards and Stylish Moves in battle.
* Vigilant Medal - Prevents Mario from falling victim to enemy First Strikes.
* Vitality Medal - Boosts SP gains from using stickers by 1.
===Boss Battles===
Major boss battles (generally those at the end of each world) have been drastically altered from the original Sticker Star. Previously, each boss had certain weaknesses that effectively crippled them once applied, unless the player used up many of their non-Thing stickers slowly whittling down the bosses' HP. The following changes have been made to counter this.
*Generally speaking, bosses now have lower HP pools. For example, Megasparkle Goomba now has 60 HP, as opposed to 90 HP.
*In the original Sticker Star, most World-end bosses quartered all damage from non-weakness, non-Thing attacks. Now, bosses may have a "Shiny Aura", which only halves all damage from non-weakness, non-Thing attacks. Once a boss's weakness is applied, this Shiny Aura is shattered and their 50% damage reduction to all other attacks is removed. If inflicted with weakness damage after this, the total damage dealt to the boss is doubled. However, certain bosses may be able to regain the Shiny Aura at a later point.
*In some cases, additional weaknesses have been given to bosses. Tower Power Pokey, for example, is now extremely vulnerable to electric-based attacks, in addition to the Bat Thing.
Overall, the player is given more assistance in determining what bosses' weaknesses are prior to entering the battle against them, as well as making it easier to obtain advantageous stickers against them.
* For each of a boss's distinct weaknesses, at least one appropriate Sticker or Thing can always be found within the same world as that boss.
* Small pink paper airplanes can be found in parts of the overworld. Unfolding them reveals that they are actually messages from Princess Peach intended for Mario, telling him rumors she heard about the guardians of the local Royal Sticker and speculating on what their weakness might be. 
* Additional hints may also come from Bowser Jr., Kamek, and other enemies as Mario confronts them.
* If Mario attempts to enter a boss arena without its boss's weakness, Kersti briefly stops him, doubting that they're really prepared for the fight and suggesting that Mario might want to come back later. After this, the player can still confront the boss if they so choose. If the player does have the appropriate Thing sticker/s, Kersti instead expresses her optimism about the upcoming battle.
The weakness details of each major boss are as follows:
*Megasparkle Goomba
**Gains the Shiny Aura after Mario inflicts 10 HP worth of damage. If hit with one of its weaknesses before this, this initial Shiny Aura will not manifest. This Shiny Aura will remanifest once 50% of its total HP is depleted.
**If inflicted with any of its weaknesses at any point, Megasparkle Goomba is forcibly split apart into a Goomba Horde, composed of 16 individual Goombas. The Goomba Horde has as much HP as the Megasparkle Goomba but less attack power. Megasparkle Goomba remanifests with a Shiny Aura once the Goomba Horde's HP is 50% depleted.
**Megasparkle Goomba's weaknesses are:
***Any cutting attack
***Any wind-based attack
***Megasparkle Goomba is composed of 16 sections, one for each Goomba incorporated into its body. If Mario uses a Jump attack on the section containing the Goomba wearing the Red Royal Sticker, this counts as a weakness attack. When Megasparkle Goomba has more than 50% of its HP, 3 of its individual sections may flip over during Mario's turn in battle, possibly revealing the Goomba with the Red Royal Sticker. At less than 50% HP, Megasparkle Goomba briefly flips over all of its sections for the player to see, after which it no longer flips over any of its sections. In addition, adjacent sections of Megasparkle Goomba can swap positions during Mario's turn in battle after this point.
*Tower Power Pokey
**Gains the Shiny Aura once it possess a maximum of four non-head segments, which it enter into battle with. Once the Shiny Aura manifests, it can only be shattered once all non-head segments are destroyed. Tower Power Pokey can recover one segment per turn.
**Any bashing- or electric-based Things (the Bat, Lightbulb, etc.) will instantly destroy all of Tower Power Pokey's non-head segments. If this occurs while Tower Power Pokey has four non-head segments, it will be stunned into inaction during its next turn.
**In addition, each non-head segment now has a total of 8 HP. Although they are spiky and cannot be attacked directly, they can be attacked indirectly with normal Stickers (i.e. with Hammer or Fire Flower Stickers, for example).
*Furious Giga Wiggler
**Gains the Shiny Aura immediately in battle. 
**Giga Wiggler has four non-head segments, which are red when the battle begins. Each time a non-head segment is attacked, it alternates between a yellow and red coloration. Once all non-head segments are yellow, the Shiny Aura shatters and Wiggler's head turns yellow. Any attack targeting Wiggler's head while it's yellow does 200% damage.
**The turn after Wiggler is attacked on any segment of its body after its head becomes yellow, it becomes enraged and turns its entire body red again. This reestablishes its Shiny Aura.
*Glossy Gooper Blooper
**Gains the Shiny Aura immediately in battle.
**Glossy Gooper Blooper's single biggest weakness is the Sponge Thing, but only if used on the turn after it charges up its poison spray attack. If this occurs, the poison is redirected back at Glossy Gooper Blooper, its Shiny Aura shattered, and it suffers from Attack and Defense reductions for two turns afterwards.
**Gloosy Gooper Blooper is also vulnerable to water-based things (such as the Fire Extinguisher). In addition to shattering his Shiny Aura, this will also cancel out his charged poison attack and wash away all residual poison on the battlefield (which occurs if Glossy Gooper Blooper was able to use his charged poison attack).
**Glossy Gooper Blooper is accompanied by up to three Shiny Mariachi Guys during battle. In addition to boosting his attack power, if three Shiny Mariachi Guys are allowed to remain on the battlefield at the end of Mario's turn, they will cause Glossy Gooper Blooper to reestablish its Shiny Aura. So long as less than three Shiny Mariachi Guys are present on the battlefield, one additional Shiny Mariachi Guy will join the battle at the end of each of Glossy Gooper Blooper's turns.
**In addition, if attacked with any music-based Thing, Glossy Gooper Blooper will regain its Shiny Aura instantly.
*Bowser Snow Status / Mizzter Blizzard
**Gains the Shiny Aura immediately in battle.
**Regains his Shiny Aura at least three times in battle, once for each of his three non-initial phases. In addition, during his last phase, Mizzter Blizzard can summon up to two Shiny Mr. Blizzards per turn to assist him in battle. These Mr. Blizzards may pelt Mizzter Blizzard with snowballs, restoring 5 HP per Mr. Blizzard per turn. If Mizzter Blizzard fully recovers his maximum HP of 100, his Shiny Aura is restored.
**Is weak to any heat- or fire-based attack (including Things like the Radiator, or normal Stickers like the Fire Flower).
*Petey Piranha
=== Other Battle Changes ===
==== Things in Boss Battles ====
Generally, bosses have had their defenses lowered, so that it's practically feasible (though still difficult) to defeat them by using a considerable amount of powerful attack stickers, as opposed to essentially needing specific Thing stickers in order to have any chance to defeat them at all. A number of other changes have also been made to increase the odds that the player has in their possession the Thing sticker/s that a boss is weak to by the time they engage that boss.
* The appropriate Things that are a boss's weakness can now always be found within the same world as that boss.
* Small pink paper airplanes can be found in parts of the overworld. Unfolding them reveals that they are actually messages from Princess Peach intended for Mario, telling him rumors she heard about the guardians of the local Royal Sticker and speculating on what their weakness might be. 
* Additional hints may also come from Bowser Jr., Kamek, and other enemies as Mario confronts them. Normal enemies in the overworld may also discuss the Royal Sticker guardians and their potential weaknesses if approached without them noticing Mario.
* If Mario attempts to enter a boss arena without its boss's weakness, Kersti briefly stops him, doubting that they're really prepared for the fight and suggesting that Mario might want to come back later. After this, the player can still confront the boss if they so choose. If the player does have the appropriate Thing sticker/s, Kersti instead expresses her optimism about the upcoming battle.
=== Enemies ===
While still adhering to Nintendo's guidelines prohibiting unique species from being created in the newer Paper Mario games, the revised Sticker Star still contains a variety of enemies the player can encounter, each requiring different strategies to successfully overcome.
Most enemies have a Shiny form that has more HP, Attack Power, and Defensive stats. Some Shiny forms (like Goombas and Paratroopas) are seen in later stages of the game, while others (like Koopatrols and Magikoopas) are only ever encountered in later parts of the Battle Simulator.
==== In Main Game ====
Enemy Name 	Description 	Stats	Appears In
Goomba 	"It picks a target and tries to jump on them. That's all there really is to this small fry!" 	HP: 5 (S:7)
Atk: 2 (S:4)
Def: 0 (S:0)	
Paragoomba 	"A Goomba that can fly. It's out of the range of most Hammer attacks, but Jump attacks will quickly turn it into a ground-based Goomba." 	HP: 5 (S:7)
Atk: 2 (S:4)
Def: 0 (S:0)	
Paper Cone Goomba 	"A Goomba rolled up into a pointy cone. You can't normally Jump on said point, so it's time to break out your Hammer or some other form of attack. Its point also ups the damage it can deal a tiny bit." 	HP: 5 (S:7)
Atk: 3 (S:5)
Def: 0 (S:0)	
Shoe Goomba 	"A Goomba riding around in a fearsome giant shoe. It won't stop its relentless bouncing attacks until you Guard against it twice, or Superguard once." 	 	
Goomba Guard 	"Bowser's most elite Goomba forces. Their spiky armor protects them against many Jump attacks. They can also call on reinforcements." 	 	
Two-Fold Goomba 	"Two Goombas that merged into one in order to exact revenge on Mario. They're slightly tougher than usually, and have an annoying multi-hit snapping attack!" 	 	
Five-Fold Paragoomba 	"Five Paragoombas that combined their might into this arcane form. They'll spin rapidly around Mario, summoning a whirlwind that can hit him multiple times and possibly Dizzy him." 	 	
Big Goomba 	"More angry Goombas that united together to form one big honkin' Goomba. They hit pretty darned hard. Beat them, and they'll split into two Biggish Goombas." 	 	
Biggish Goomba 	"Moderately-large Goombas. They hit slightly harder than the typical Goomba. Speaking of, beat it, and it'll split into four perfectly-normal Goombas." 	 	
Mural Goomba 	"A wall etching of an ancient Goomba, come back to life. They act like a normal Goomba, but are much stronger and freakishly fast to boot." 	 	
Koopa Troopa 	"Pretty much the basic foot soldier in Bowser's army. Jump to flip it on its back for a while. If defeated in this state, it spins away, hitting any ground-based enemies behind it." 	 	
Paratroopa 	"A Koopa Troopa with wings. They are slightly heartier than their land-based cousins, and employ flashy swooping maneuvers. At half health, they loose the wings and become regular Koopas." 	 	
Koopatrol 	"Bowser's most elite Koopas, who are charged with protecting Bowser's castle and other important areas under his control. They're immune to most jump attacks and can summon reinforcements in a pinch." 	 	
Jet Paratroopa 	"The highest-ranked Paratroopas, outfitted with experimental jet engines on their shells. They're grounded after losing half their HP, but even when flipped over, they can still attack!" 	 	
Mural Koopa Troopa 	"An ancient depiction of a Koopa Troopa. It doesn't act any different from a normal Koopa Troopa, but hits much harder and faster!" 	 	
Dry Bones 	"Reanimated Koopa skeletons. They like to throw bones at people. Try and defeat them all at once, or with fire or explosives - otherwise, defeated Dry Bones will get back up after a few turns!" 	 	
Waiter Bones 	"Red-hued Dry Bones that literally serve Petey Piranha, tossing tons of HP-restoring food into his big mouth. Jumping on them will destroy their dishes, but attacking them with fire or explosions will put them out of commission permanently!" 	 	
Dark Bones 	"The most vengeful of the Dry Bones. They act like their weaker relatives, but are also capable of tossing piles of bones onto the battlefield, which become new Dark Bones." 	 	
Buzzy Beetle 	"A small subterranean turtle species. They act like Koopa Troopas, but have higher defenses, can flip right-side up after fewer turns, and are immune to fire." 	 	
Parabuzzy 	"Winged, flying Buzzy Beetles. They like to swoop right into Mario's face. Take off half their HP, and they become regular Buzzy Beetles." 	 	
Spike Top 	"A Buzzy Beetle with a spike on its shell. They can't normally be jumped on to flip them over and negate their defenses, so dealing with them can be tough!" 	 	
Spiky Parabuzzy 	"This flying, spiked Buzzy Beetle has protection from most Jumps and Hammer attacks! If you don't have the right stickers to deal with it, try one of my special attacks, or maybe use an expendable Thing!" 	 	
Big Buzzy Beetle 	"A massive Buzzy Beetle. Regular jumps can't flip it onto its back, but something more forceful might do the trick... Otherwise, use your most powerful attacks to override its defensive stats!" 	 	
Bony Beetle 	"An undead Buzzy Beetle. Unless you can flip it on its back, attacking it will cause it to extend its spikes. If this happens, you might want to target other enemies or assume a defensive stance until the spikes retract." 	 	
Spike 	"A small turtle-thing that spits out an endless supply of spiky balls. They'll either toss these balls at targets or hold them over their heads, protecting them from most Jump attacks." 	 	
Snow Spike 	"Spikes trained to operate in snowy conditions. They specialize in quickly rolling up snowballs, which they'll either throw at a target, hold over their head to negate one jumping attack, or use to form an allied Mr. Blizzard. 	 	
Lakitu 	"Turtles riding sentient clouds. The two work together to shower the ground with Spiny eggs. These can quickly hatch into Spinies if not guarded against. Lakitu may also hold a Spiny egg above it to protect it from Jumps. 	 	
Thunder Lakitu 	"Advanced Lakitus wielding lightning magic and riding ornery storm clouds. They'll imbue their Iron Spiny allies with electricity, making them more difficult for Mario to deal with. They can also electrify themselves." 	 	
Spiny 	"The erstwhile allies of the Lakitu, who are tossed down en masse to ruin Mario's day. They can be flipped over, but their spiky shells make that difficult." 	 	
Iron Spiny 	"Large Spinies with metallic shells. If imbued with electricity thanks to a Thunder Lakitu, they'll be harmful to the touch, and move much faster and harder than before." 	 	
Hammer Bro. 	"One of Bowser's array of special forces. They're experts in raining down hammers upon unlucky victims. Keep Guarding against them, or you might get Dizzy!" 	 	
Boomerang Bro. 	"Bowser's special boomerang-wielding division. Of course, their boomerangs fly back around to them, so you'll need to Guard against all of their attacks twice." 	 	
Ice Bro. 	"Bowser's winter shock troops. They lob balls of frigid ice. Fail to Guard against them, and you might spend your next turn Frozen in ice!" 	 	
Fire Bro. 	"These elite forces feel the heat in battle! They'll throw fireballs that can Burn Mario, inflicting him with additional damage over time, if not Guarded against." 	 	
Magikoopa 	"Skilled magicians in Bowser's employ. They'll cast a variety of spells to buff up their allies, boosting their Attack or Defenses or healing damage. If left alone, they create three illusionary clones. You'll need to attack the real deal to finally defeat it!" 	 	
Monty Mole 	"Pugnacious moles living underground in a variety of locations. They attack by throwing rocks, although they may also occasionally toss a heart. Don't Guard against that, and you'll restore some HP!" 	 	
Rocky Wrench 	"Monty Moles recruited into Bowser's army and tasked with maintaining his array of mechanical vehicles. They'll toss either Dizzying wretches or powerful bombs." 	 	
Mechakoopa 	"Mass-produced Koopa robots. They regurgitate fireballs or steams of flame, each capable of Burning Mario. At half health, they short-circuit, becoming harmful to the touch and hitting stronger and faster." 	 	
Shy Guy 	"Small figures shrouded in robes and masks. They have half a chance of bounding into a target, or tripping and sliding into Mario instead. They're not much of a threat, but they try their best." 	 	
Paint Guy 	"Shy Guys holding large buckets of paint over their heads. If they attack, or if Mario jumps onto them, paint splashes everywhere, including the screen, obscuring the player's view of the battlefield for a few turns." 	 	
Clip Guy 	"Shy Guys holding large paper clips. If they attack and the player fails to Guard against it, Mario will be stunned into inaction for his next turn." 	 	
Shy Stack 	"Four Shy Guys, stacked on top of each other. If you don't have any attacks that can target multiple foes, you're going to have to deal with each member of the stack individually. They also all attack in quick succession." 	 	
Handler Guy 	"Shy Guys specializing in patroling areas with their Guard Chomp companions. The two can pull off unique and effective combos. If their Guard Chomp is defeated, the Handler Guy feebly attempts to avenge its fallen comrade before shuffling away disheartened." 	 	
Groove Guy 	"Fancy-looking Shy Guys wearing acrobat outfits. They attack with a flurry of hops and spins, and can make Mario Dizzy if not defended against." 	 	
Mariachi Guy 	"Guitar-playing Shy Guys wearing large wide-brimmed hats. Their passionate strumming boosts the HP or Attack stats of any of its allies. If left alone, it'll fling its hat at Mario before fleeing." 	 	
Anti Guy 	"The strongest of the Shy Guys. It acts exactly like a normal Shy Guy, except it's faster, has much more health, and hits much, MUCH harder. You may want to avoid him." 	 	
Snifit 	"Shy Guys wearing odd masks. They'll spit out a varying number of projectiles during their turns, which can hit any target on our side of the battlefield." 	 	
Bandit 	"Taller, lankier, and less-scrupulous cousins of the Shy Guys. They're thieves that grab your coins or stickers before fleeing battle. Either Guard or defeat them quickly to defend your spoils!" 	 	
Elite Bandit 	"Red-robed Bandits that can steal practically anything not nailed down, including... ME?!? If they DO manage to swipe me, don't attack it with Jumps, as that'll just result in you getting poked and me getting agitated." 	 	
Bob-omb 	"Walking, living bombs. If attacked and not defeated, it'll light its fuse. If attacked directly after this point, it'll instantly explode, damaging whoever dared to attack it. Fortunately, indirect attacks, including Hammers, will still work fine." 	 	
Bob-ulk 	"Hulking versions of the Bob-ombs. Unlike regular Bob-ombs, they always explode after four turns in battle, unless defeated or somehow incapacitated. If they do explode, you're in for a world of hurt!" 	 	
Bullet Bill 	"Small, explosive projectiles shot out by Bill Blasters. Defeat them in one turn during battle, or else they'll explode right in your face!" 	 	
Bill Blaster 	"Pieces of military artillery that constantly shoot out Bullet Bills. Their defenses can be annoying, so try to take them out quickly to stop the endless Bullet Bill swarm." 	 	
Stone Chomp 	"Ancient Chain Chomps that seem to guard hidden treasures. Their Attack is still formidable, but their Defenses have withered away over the years, so at least you can take care of it quickly." 	 	
Chain Chomp 	"Tough and angry metal spheres of gnashing teeth and bad attitudes. Their Attack and Defense stats are top-notch, so even though its lunging moves aren't all that creative, they really don't need to be." 	 	
Patrol Chomp 	"Chain Chomps bred to go on patrols with their Shy Guy handlers. The two can combo with each other to perform some unique moves. If its master is defeated, it goes berserk and boosts its speed and attack power." 	 	
Ninji 	"Ninjas trained in the art of stealth. It attacks by either throwing a ninja star or striking from a close distance. If it chooses the latter, it'll disappear until it's within range of its victim." 	 	
Biddybud 	"Small, multicolored insects. They'll all attack at once during their turn in a single-file line, so keep your finger on that Guard button!" 	 	
Para-Biddybud 	"Flying Biddybuds. Turns into a normal Biddybud at half-health. Even though Para-Biddybuds and regular Biddybuds have different ways of attacking, they'll all still assault Mario at once, making it harder to time Guards." 	 	
Cheep Cheep 	"Small aquatic fish that love to leap out of the water to attack their foes. Their long jump arcs can make it hard to tell who they're targeting." 	 	
Spiky Cheep Cheep 	"Tougher, spikier Cheep Cheeps. Aside from the spikes, they'll also jump so high that they'll peak above the visible battlefield whenever they attack. Their shadow might provide a hint as to who they're targeting." 	 	
Big Cheep Cheep 	"A big ol' Cheep Cheep preventing you from leaving Shimmering Port. It'll submerge itself underwater for half of its turns, making it difficult to attack unless you can reel it onto dry land somehow." 	 	
Cheep Chomp 	"A huge carnivorous fish that has been stalking us down the River Rapids. Now that it's finally battling us, it primarily attacks by spitting up other enemies to fight, including Rexes, Mini-Dinos, and Fishbones. Ignore them and target this fat jerk." 	 	
Fishbone 	"The skeletal remains of Cheep Cheeps, reanimated by unknown means. They attack Mario by suddenly charging at him, and their spiky ribs prevent them from being Jumped on most of the time." 	 	
Blooper 	"Squids perfectly capable of hovering both in and out of the water. If you fail to Guard against their ink attack, they'll obscure the player's view of the battle for a turn." 	 	
Poison Blooper 	"Poisonous squids, whose attacks are all perfectly capable of Poisoning Mario. Aside from that, they're essentially just tougher Bloopers." 	 	
Mama Blooper 	"Pink Bloopers that only inhabit the deep seas. She's followed by her precocious brood, which will split off from her and attack Mario when they see him." 	 	
Baby Blooper 	"Juvenile instances of the Blooper species, found only in the deep seas. They dutifully follow around their Mama Blooper, until they see Mario. Once that happens, they feel compelled to swarm him." 	 	
Boo 	"Little ghosties that attack by scaring the living daylights out of you. They can also turn their allies or themselves transparent for the next turn in battle. In this state, they can't be harmed." 	 	
Crumpled Boo 	"Possibly the most pathetic foe Mario has faced to date. It has 1 HP and feebly attempts to attack Mario with an extremely half-hearted tackle. Just put it out of its misery already!" 	 	
Alarm Boo 	"These Boos serve as alarm systems for Bowser. If attacked or allowed to attack, they'll let out a loud shriek that summons a number of Shiny Boos. Take it out decisively." 	 	
Gold Boo 	"An extremely popular and sought-after Boo. They tend to run from battle, but defeating it will result in the player being showered in a deluge of Coins!" 	 	
Boo Stack 	"A group of 75 Boos, stacked together to increase their Defensive prowess. They can normally only be attacked one at a time, so it might not be a bad idea to whip out the Infinijump stickers. In a pinch, cutting or fiery attacks are also effective against it." 	 	
Big Boo 	"The combined might of the 101 Boos of the Enigmansion. They're so big, all of their bounding attacks can attack everyone on our side of the battlefield! As you damage it, regular Boos will sometimes be dislodged. You'll have to deal with them too." 	 	
Nipper Plant 	"Smaller evolutionary relatives of the Piranha. Unless you manage to Superguard them, their chomping attacks can also be shaken off by mashing the A-Button!" 	 	
Piranha Plant 	"Giant flowers with giant teeth, perfect for biting. They like to sprout suddenly in front of Mario for a quick nibble. Since they face upwards, Mario can't safely Jump on them without the right sticker." 	 	
Putrid Piranha 	"Piranha Plants whose attacks are also Poisonous. Instead of biting, they may instead spew their stinky breath, attacking everyone in our party at once!" 	 	
Fire Piranha 	"Piranha Plants that grow in volcanic areas. Their attacks can all Burn, including their lobbed fireballs and their streams of fiery breath, which are capable of hitting everyone in our party." 	 	
Fuzzy 	"These oddballs attack by latching onto Mario and draining him of HP, which they then add to their own health. If Mario is Electrified or Poisoned, they can't do much of anything." 	 	
Forest Fuzzy 	"Fuzzies that can also rapidly split into another Forest Fuzzy. Hit them all hard, or else you'll be quickly overwhelmed." 	 	
Sparkle Fuzzy 	"Unique Fuzzies that can drain your Sparkle Points instead of your Heart Points. Once they absorb a certain number of them, they'll unleash a powerful attack!" 	 	
Pokey 	"Scary-looking spiky cacti. Their attacks depend partially on the number of segments left on their body. They can either lob a segment at a target or whack Mario with its entire body." 	 	
Poison Pokey 	"Poisonous Pokeys. In addition to all of its attacks potentially Poisoning you, it can also pull up more Poison Pokeys from underground." 	 	
Swoop 	"Bats that like to swoop into their foes. Initially, they may be perched upside-down from an above surface. They're harder to get at in this state, but once you do damage them, they'll take to the air for the rest of the battle." 	 	
Super Swoop 	"Vampiric Swoops that prefer to suck the HP out of Mario, adding it to their own vitality. Aside from that, they're essentially just heartier Swoops." 	 	
Scaredy Rat 	"Ghastly-looking rats with a reputation for cowardice. They attack all at once by circling Mario and then leaping onto him simultaneously. The more there are, the more powerful this attack is. If one remains, it'll flee the next chance it gets." 	 	
Scuttlebug 	"Spiders that prefer dank, dark environments. They'll each straddle a single thread, from which they'll change their height and lob wads of webbing at Mario or his allies." 	 	
Big Scuttlebug 	"Matriarch of the Scuttlebugs of Bafflewood Forest. She's too heavy to climb web strands, but that just makes her jumping attacks even worse! She'll occasionally chew through her large web to get at healing items or caught allies." 	 	
Crazee Dayzee 	"Mysterious flowery foes that prefer the dark. Unless Guarded against, their lullabies can put you to Sleep during your next turn." 	 	
Amazy Dayzee 	"A rare mutation of the Crazee Dayzee. Their singing attacks are utterly devastating and they're prone to fleeing from battle. If you do manage to defeat them, however, you can be rewarded with many Coins and valuable Stickers." 	 	
Sidestepper 	"Irritable crabs that scuttle about. If their claws are pointed upwards, Jumping on them is ill-advised. If their claws are to the side, approaching them from the front isn't recommended. At half health, they get angrier, stronger, and faster." 	 	
Cataquack 	"Ticked-off waterfowl whose attacks can Dizzy Mario. Don't approach them from the front, or else they'll just launch you into the air with their large bills. At half health, they go into a rage, increasing their speed and strength." 	 	
Urchin 	"These spiky foes exist only in the deep seas. You can shoot them from a distance, but upon defeat, they'll explode into a ring of spikes that you'll need to avoid." 	 	
Torpedo Ted 	"Deep-sea missiles that move in quickly from the right. They're fast and well-armored, making them tough to defeat. You might want to just swim around them instead." 	 	
Maw-Ray 	"Deep-sea predators that like to quickly bite at potential meals. They're actually impossible to defeat, but will back away if shot and can be forced into their hidey-holes temporarily." 	 	
Big Maw-Ray 	"An overgrown Maw-Ray, which lunges over a large percentage of the screen in its attempts to devour Mario. Its only vulnerable part is its tongue, which it briefly exposes before attacking." 	 	
Swoopin' Stu 	"Small bouncing blobs of poisonous goo originating from larger piles of poisonous goo. Directly touching them will splash poison onto you, making indirect approaches the preferred option." 	 	
Fizzlit 	"Purple globs of an unknown substance. They can electrify themselves briefly, rendering them harmful to the touch. Once defeated, it'll collapse into a small pile of electrified residue for two turns, protecting ground-based enemies behind it." 	 	
Big Foo 	"A large Foo able to summon mighty windstorms, blowing all sorts of debris into Mario's direction. If Mario fails to defend against said debris, the impact just might make him Dizzy." 	 	
Broozer 	"A wrathful phantom wearing boxing gloves. Its sweeping punches are able to knock me out of the battle for a few turns, so make sure your Guarding skills are up to snuff!" 	 	
Mr. Blizzard 	"Small, cute snowmen. They'll only able to toss snowballs and aren't much of a threat individually, but come in large groups. Snow Spikes are able to create even more during battle." 	 	
Cooligan 	"Punkish birds that slide around without regard to others. Their attacks will quickly pierce through to all of us if you don't Guard against it!" 	 	
Lava Bubble 	"Living flames. They're normally impervious to Jumps and other direct attacks, so taking them out with a Hammer or projectiles is advised. Their attacks can all Burn Mario." 	 	
Dino Rhino 	"Large quadrupedal dinosaurs. They'll attack with either full-bodied charges or Burning fireballs. At half health, they shrink down into Mini-Dinos." 	 	
Mini-Dino 	"Smaller dinosaurs, that either form from damaged Dino Rhinos or just come into battle as-is. They'll always attack with streams of fiery breath that can hit all targets in our party and Burn Mario, so they're actually way more dangerous than Dino Rhinos." 	 	
Rex 	"Tall dinosaurs that were once the apex predator of the ancient world. If you attack it with Jumps, it scrunches up more and more, boosting its speed and Attack power." 	 	
Blockhopper 	"These goons pretend to be Item Boxes before crashing down onto Mario. Their slight vibrations and beady eyes give them away. In battle, it can lob assorted junk and the occasional Coin at Mario. Don't Guard against the Coins to collect them." 	 	
Gold Blockhopper 	"Very rare Blockhoppers. They have a strong chance of fleeing in battle. If they do fight, they'll lob mostly Coins, interspersed with damaging bombs. Manage to defeat it and you'll get rewarded with more Coins and rare Stickers." 	 	
Kid Yoshi 	"Hey, it's that Yoshi Mario met all the way back in Glitzville! Remember? He's now an adolescent and trained as a professional wrestler. He wields a variety of attacks that need to be countered in different ways, so pay attention to his tells!" 	 	
Rawk Hawk 	"The legend returns, this time a much-improved wrestler. When hanging from an overhead beam, he's impervious to most attacks, so get him down from there quickly! He can also buff his Attack and Defense stats for a few turns as well." 	 	
Megasparkle Goomba 	"Guardian of the Red Royal Sticker, an amalgamation of sixteen Goombas. You can briefly break them up by attacking their crown-wearing leader. This won't be as easy once it hits half-health, but even then it's weak to cutting and wind-based Thing Stickers." 	 	
Tower Power Pokey 	"A big, tall Pokey guarding the Orange Royal Sticker. It looks tough, and it is, but you can knock it down to a more manageable size with the use of some sort of blunt object. The taller it is, the more damage it receives and the longer it's knocked out when toppled over. In a pinch, it's also vulnerable to lightning-based attacks." 	 	
Wiggler Segment 	"One of the loose segments of Begonia, the giant Wiggler. Despite (or perhaps due to) not having their own brains, they are prone to getting into trouble and attacking Mario. Defeat it to calm it down." 	 	
Creased Wiggler Segment 	"One of the rogue segments of Begonia the Wiggler. It acts the same as a regular Wiggler Segment, but seems a bit more despondent, perhaps because its otherwise-perfect form is tainted with a large crease." 	 	
Furious Giga Wiggler 	"Okay, now I know why Begonia split himself up and scattered its parts to the far ends of Bafflewood Forest... The Pink Royal Sticker was making him mad and dangerous! Attack its red segments to turn them yellow. Once all his segments are yellow, his head will become vulnerable. Attack his head now as hard as you can, as he'll quickly become enraged again!" 	 	
Glossy Gooper Blooper 	"The guardian of the Violet Royal Sticker, and head of the facility dumping poison into the ocean. Water-based Thing Stickers will briefly wash away his poison and weaken him, but ironically, he's most weak to his own poison... Is there any way you could absorb some of it and dish it back at him? Hmmm..." 	 	
Bowser Snow Statue 	"A large statue of the King of the Koopas, made entirely of snow. Sure, it looks imposing, but it lacks the true destructive prowess of Bowser himself, especially if you attack it with any fire- or heat-based attack." 	 	
Mizzter Blizzard 	"Wha-?! This small thing was at the core of that giant Bowser statue?! Well, whatever. As the guardian of the Blue Royal Sticker, it's significantly stronger than a regular Mr. Blizzard, able to fling multiple snowballs at once and summon a Freezing icy wind to put you on ice. Just keep those hot attacks coming and you'll be okay!" 	 	
Petey Piranha 	"Guardian of the Green Royal Sticker and a total glutton, forcing his minions to keep his belly and HP constantly full... Maybe beat them first? Once you reduce him to half-health or vanquish all of his helpers, he becomes enraged and engulfs himself in flames. Douse him out with a water-based Thing Sticker, or he'll be more powerful and able to Burn you!" 	 	
Kamek 	"Leader of the Magikoopas and Bowser's right-hand man... or at least he likes to think of himself that way. Aside from being able to attack with powerful magic and buff and heal his allies, Kamek is also able to turn a random portion of your Stickers into nearly-useless Slapsandals!" 	 	
Bowser Jr. 	"Son of Bowser and Prince of the Koopa Troop. He's able to command his own forces and even pilots his own tiny version of the Koopa Clown Car! Aww! His ride comes equipped with a number of defenses and weapons that make Bowser Jr. a dangerous foe, but if you can somehow knock him out of there, he'll become much less capable forced to fight on foot for a few turns." 	 	
Whomp 	"A loyal minion that Bowser summons during your fight with him. It takes a few turns to topple over into your direction. This attack is devastating if it connects, but there are ways to mitigate it. After falling, it'll be especially vulnerable to Hammers and certain blunt or pulverizing Thing Stickers." 	 	
Bowser 	"King of the Koopas, and wielder of the Golden Royal Sticker, Lord Bowser. While he's now largely insane, he still has enough wits about him to be your biggest threat, summoning hordes of minions to slow you down while healing and buffing himself with the Royal Sticker, dishing out powerful attacks all the while. It'll take all your skills (and the right Stickers) to take him down!"	 	
Sticker King Bowser 	"Bowser has tapped deep into the power of the Golden Royal Sticker, resurrecting himself into this powerful form. Now any semblance of his intelligence is gone, replaced by brute instinct. You're more powerful yourself, but it'll be necessary to chip away at his massive HP reserves. Taking the time to get rid of his left and right arms will make him slightly-less dangerous." 	 	
Fire Whomp 	"A giant Whomp wrapped in flames, summoned by Dry Bowser. If it falls upon you, you'll be crushed and seared into submission instantly. Its flames prevent it from being directly attacked. Once toppled, you'll need to douse it with a water-based Thing Sticker if you wish to attack it directly with a Hammer." 	 	
Dry Bowser 	"Some sort of glitch has taken place in the Battle Simulator, creating this powerful replica of Bowser. As a being of spirit rather than flesh, the Golden Royal Sticker doesn't inflict it with insanity. It therefore acts much more intelligently in battle, taking the initiative to burn some of your Stickers each turn and dispatching placed Thing Stickers if it's able to." 	 	
Burning Tyrant Dry Bowser	"The ultimate form of Dry Bowser, having completely drained the Golden Royal Sticker of its powers for his own benefit. It's now bathed in dark flames that both protect it and heal some of its HP each turn. You can temporarily douse them with water-based Thing Stickers, but they'll soon reignite. Its arms will also regenerate after a number of turns if you destroy them." 	 	
==Navigation==
===World Structure===
Unlike the original Sticker Star, the overworld is now presented as one interconnected world composed of distinct areas, similar to the first two Paper Mario games. As such, Comet Pieces have been done away with. The game is instead divided into seven Chapters (plus a Prologue), the goal of which in each one is to locate and collect a Royal Sticker.
Some locations in the original Sticker Star have been expanded, while others have been truncated or cut out altogether.
The chapters in the game are as follows:
* Prologue - Consists of Decalburg. Mario partners up with Kersti and deals with the aftermath of Bowser crashing the Sticker Fest, helping to rescue the town's inhabitants. The Prologue's "bosses" consist of a tutorial battle against a Goomba, Paragoomba, and Paper Cone Goomba.
* Chapter 1 - Consists of Warm Fuzzy Hills, Windmill Village, Whammino Mountain, and Goomba Fortress. Mario's helps out the inhabitants of Windmill Village deal with a sudden invasion from the nearby Goomba Fortress, which Mario learns is holding the Red Royal Sticker. Boss is Megasparkle Goomba and the Goomba Horde.
* Chapter 2 - Consists of Dusty Tunnel, Drybake Desert, Ancient Pyramid, Damp Oasis, Dig Site, and Drybake Stadium. Mario must locate the three missing segments of the Ancient Tablet, which are located in the Ancient Pyramid, Damp Oasis, and Dig Site. After this, the Drybake Stadium will manifest, inside of which Mario can obtain the Orange Royal Sticker. Boss is Tower Power Pokey.
* Chapter 3 - Consists of Leaflitter Path, the Bafflewood, Begonia's Treehouse, and Rustle Burrow. Mario must explore Leaflitter Path, the Bafflewood, and Rustle Burrow for the three missing segments of Begonia, a giant Wiggler, who has been split into pieces for an unknown reason. Boss is Furious Giga Wiggler, who relinquishes the Pink Royale Sticker upon defeat.
* Chapter 4 - Consists of Surfshine Bay, Battle Beach, Harmony Atoll, Great Blue Sea, and Toxic Tower. Mario must book passage on a boat to the Toxic Tower. Captain Navo is willing to do so if Mario can get back is Golden Sextant, which he does from winning a tournament on Battle Beach. Midway through their voyage, Navo's ship is capsized by a giant monster. Mario drifts ashore on Harmony Atoll and resolves the quarrels of the islands' residents to secure a Diving Suit. With this, Mario navigates the Great Blue Sea to an undersea pipe leading to Toxic Tower. There, Mario defeats Glossy Gooper Blooper and obtains the Violet Royal Sticker.
Each world in Sticker Star now contains a standard 6 levels. This has caused some significant changes to the layout of levels in the game. The major changes include...
*An additional stage in World 2. The new stage, "The Big Dig", is a archelogical dig that features mine carts and turntables and precedes "Sandshifter Ruins".
*World 3 is split in half. Perhaps the biggest alteration to the game, World 3 from the original Sticker Star has now been split into World 3 and the new World 4.
**World 3 remains a dark forest but it has been rendered poison-free and its boss has been changed to the giant Wiggler itself, Begonia, who inadvertently put on a Royal Sticker and forcibly split his segments apart to various parts of the forest as he realized he was going insane, to prevent himself from harming the forest or its inhabitants. You assist Begonia's granddaughter, Petunia, in recovering his missing segments, herself being unaware of her grandfather's altered state. Upon defeating the restored Begonia (dubbed "Furious Giga-Wiggler" during your battle), you gain the Pink Royal Sticker and Petunia nurses Begonia back to health in time for him to metamorphose into a Flutter, allowing you to continue your progress in World 7. Gameplay-wise, the remaining levels in the new World 3 combine many of the features of those from the original World 3, and the world itself still features multiple exits and a puzzling, circuitous path.
***Leaflitter Path (3-1) remains largely the same, being an introductory level to the world.
*** The Bafflewood (3-2) has been combined with Wiggler's Tree House. The forest-like maze has been greatly increased in size and puzzle variety, with Begonia and Petunia's house located at its end. After reaching their home for the first time, a squad of Monty Mole construction workers will build a new pipe connecting the beginning of the stage to its end, allowing you unfettered access to the Wigglers' home. The battle against Furious Giga-Wiggler occurs here when you return to the Wigglers' home with the last of Begonia's missing segments.
*** Gauntlet Pond (3-3) now has aspects of Strike Lake and Loop Loop River.
***Rustle Burrow (3-4) now has aspects of Holey Thicket, as well as a new autumnal aesthetic.
*** Tree Branch Trail (3-5) is largely reworked, and now primarily features Mario navigating the canopy of the forest over larges patch of thorned vines. It also has a new vividly bio-luminescent aesthetic.
***Mushroom Deep (3-6) is an entirely new level with darkness-based puzzles. Various effects are triggered by striking the level's large glowing mushrooms with Mario's hammer.
***Stump Glade has been removed, but its "Snifit or Whiffit" challenge has been relocated to World 7-5 as a trivia challenge that encompasses the entire game.
**World 4 is a new beach- and underwater-themed world. Prior to entering this world, Kersti notes in Shimmer Port that Merlon has located four royal stickers across the sea, and that her and Mario will have to charter a boat to reach them. In Shimmer Port, Mario finds a Pianta, Captain Bushybeard, who is willing to sail Mario and Kersti across the sea, but needs to return to Shinesurf Harbor (World 4-3), where his boat is being repaired after an attack by a sea monster. Once Mario enters World 4 proper, he finds that the ocean's waters have been poisoned by a strange purple substance. Continuing onto Shinesurf Harbor, Mario finds the harbor being assaulted by Poison Bloopers and a Big Bertha. Upon defeating them, Mario, Kersti, and Captain Bushybeard head out to sea, but his ship is capsized by an attack by a giant sea monster. The three wash up on a series of islands, where Mario uses his newfound Boat Fold ability to navigate between them. On the islands Mario learns that the poison in the seas originates from an old fortress located in the middle of the sea, and that the only way to access the fort is underwater. Mario gains a diving helmet at the end of a trading sequence between the islanders and swims into the ocean to find the entrance to the sea fort. Mario defeats a Maw-Ray defending the entrance and enters into the fortress. Inside, he closes off the pipes spilling the poison into the ocean and finds the source of the poison itself, Glossy Gooper Blooper, who has been rendered insane by the Purple Royal Sticker. With the supply of poison gone, the ocean is quickly restored to its clean state, and Captain Bushybeard retrieves Mario and Kersti and sails them back to Shimmer Port. 
***Sunkist Coast (4-1) - The basic introductory level to the world. Once Mario learns the Boat Fold in World 4-4, he can return here to sail to secret alcoves and grottos holding rare stickers and other prizes.
***Battle Beach (4-3) - Accessed from a hidden exit in 4-1. This level is entirely optional. It features a wrestling tournament in which Mario must defeat five unique and challenging battles in order to claim a piece of the Sticker Comet as a prize. The beach itself is quite large and open-ended, featuring many regular enemies and nooks and crannies to explore, even more once Mario learns the Boat Fold. Rawk Hawk cameos as an optional boss here once Mario returns after collecting the Royal Sticker of World 4.
===Secret Doors===
Secret Doors are no longer present in the game. The majority of their functionality has been replaced by Thing Stickers.
== Story==
==Locations==
The world map of the new Paper Mario: Sticker Star. Click the image for a higher resolution.
Location 	Description 	Enemies Encountered
Decalburg 	The starting town of the game, where Sticker Fest is held each year. Unfortunately, Decalberg is in a sorry state after Bowser crashes the festivities, but you'll soon fix most damage and its residents pick up the slack while you're off adventuring. It's a picturesque little place, defined by trees and the large fountain situated in the town's plaza. Unique locations here include the Beginner's Item Shop, the Battle Simulator lab, and the Sticker Museum.	
* Goomba (miniboss)
1-1: Warm Fuzzy Plains	A pleasant path lined with bushes, trees, and assorted blocks. There's also a bridge leading to a small hill, at the end of which lies the first Comet Piece. Unfortunately, Bowser Jr. shows up to scrap said bridge, but Kersti is able to manipulate its wadded-up remains to let you proceed anyways. 	
* Goomba
* Paragoomba
* Paper Cone Goomba
* Bowser Jr. (miniboss)
 	 	
Category:Paper Mario (series)
Category:Paper Mario Games
Category:Fan Games