Paper Mario: The Prism of Dreams

THIS STORY IS NOT FOR EVERYONE.
And I will not be updating it anymore.
Paper Mario: The Prism of Dreams is the fictional sequel to Paper Mario: The Thousand Year Door, as that game ends with Peach dragging Mario on another treasure hunt. The duo travel to the heavenly Harmony Haven to find a lead on the titular treasure, the Prism of Dreams. This inadvertedly leads to the release of Faefyr, a villainous light elf, Peach’s murder, and Mario blamed and convicted for both in an attempt to revive the Shadow Queen, obtain the Prism, and take over the multiverse. Now Mario must team up a new set of friends to stop Faefyr from unlocking the true Prism power and hopefully bring back Peach.
(HELP WANTED: The creator of this game asks for your help. They are fairly new to Fantendo, and do not know much about aesthetics and complex page buildings. They need designs for characters in this game and ideas for chapters. Likewise, if anyone notices any errors on the page, please fix them. That being said, please do not destructively modify this page; the creator worked very hard on it. If you contribute to the game, please say so, so the creator can add you to the Credits section.)
== Story ==
=== Opening ===
The game picks up where the last ended, with the Princess visiting the Mario Bros. with another treasure map, and requesting Mario's help in finding it. The plumber and princess this time take a magic train to the Luminal Kingdom, home of Harmony Haven, a stark contrast to Rougeport with its classical architecture, vibrant culture, and friendly populace. Their tour guide, a deadpan Goombrat named Goolyde, shows them around. In order to gain any additional info on the Prism of Dreams, Mario and Peach need a book that’s been checked out. 300 years ago. The guy who has it is the villain: Faefyr. A demon among elves. White of hair, but black of heart. Through his body flows the most abusable ability ever known: he could defy the laws of nature and physically create light and energy. Thankfully, the prison cell he’s been locked up in and the collar around his neck cancels his power. Peach was too afraid to go into the prison and heads back to her hotel room, leaving Mario on his own.
Mario frightenedly has a conversation with a Faefyr, in the deepest chamber of Harmony Prison. Faefyr was imprisoned for trying to revive the Shadow Queen centuries past. This is where things take a turn. Not only does Mario fail to get the book, Faefyr uses one of our hero’s hairs to disable his collar. He breaks free of his cell and busts out all the prisoners to form a villainous band. By the time Mario wakes up in his hotel room in horror, it’s too late. The news of Princess Peach's murder by Faefyr spreads like wildfire, sending shockwaves through the entire Mushroom World. 
===Prologue: New Super Convict Bros===
Before Mario can even comprehend the magnitude of the situation, he finds himself apprehended by authorities and charged with aiding and abetting Faefyr's escape. Despite his protests of innocence, Mario is swiftly incarcerated, confined to the same cell that once held Faefyr. The weight of guilt and despair settles upon him as he grapples with the harsh reality of his circumstances. Trapped behind bars, Mario must now confront the consequences of his actions. With Peach gone and his reputation tarnished, he faces an uphill battle to clear his name and bring justice to those responsible for her untimely demise.
As daylight breaks, reality begins to distort and unravel. Patches of land start to float in mid-air, rivers flow backwards, and people's personalities undergo drastic changes. That can only mean one thing: Faefyr already found the Prism. Could it really be game over? As Mario sits dejectedly in his cell, his eyes fall upon the book he was originally searching for. However, as he pulls the book from its place, another book falls in its wake. Curiosity piqued, Mario picks up the second book, noticing a small space behind the bookshelf where it once rested. He peers inside, unsure of what he might find. To his surprise and delight, Mario discovers a glimmer of hope amidst the darkness of his situation. There, nestled within the hidden compartment, lies a clue—a map, an exact copy of the one Peach gave him (his own copy was confiscated), its edges worn and faded with age.
Later, Goolyde slips into the prison to check in on our hero, as the villain heavily weakened its defenses. Goolyde along with Luigi, are the only ones in the whole world who don’t buy into Mario’s crime. Mario explains in the book that reality warping isn’t the Prism yet; they’re the distress signals of the few things that can counter the Prism of Dreams should it fall into the wrong hands: the Lucid Shards. He figures that the locations marked on the map are the locations of the Shards. Once the Goombrat sees that Mario will stop at nothing to clear his name, he reveals the old tool-in-cake method of smuggling escape weapons (he had to knock out some guards with the tray), but because this is Mario, the tool is his Hammer instead of a shank. Using the hammer, he reveals a tunnel which a previous prisoner in the same cell dig out. He then convinces Goolyde to join him in his escape and adventure. 
====Prologue - Chapter 1 Interlude: Peach-sistent====
Shadow Queen Section
Meanwhile, in Faefyr’s secret base, the elf has succeeded in reviving the Shadow Queen using a clone of Peach’s body. They settle into a relationship in the base. Thankfully, Faefyr hasn’t found the Prism yet, as he desires to eliminate Shards before all else. He’s subcontracted with several beasts for them to weaken the shards to the best of their ability, which the Queen is completely on board with. The evil plan seems flawless. But the Shadow Queen makes a terrible discovery: she’s starting to have good thoughts. Peach isn’t gone. It turns out her consciousness still persisted inside the clone body, and is fighting to get out. Horrified, Faefyr begins doing everything he can to squeeze soul Peach out of existence, allowing Mario to slip under his radar. (Faefyr is not a multitasker by any means) 
Luigi Section
Back in the Mushroom Kingdom, Luigi gets a taunting email from one of Faefyr’s henchmen. This motivates him to run off to the Luminal Kingdom to help his brother. 
Mario Section 
Mario and Goolyde stumble upon a secret entrance in a hill north of Harmony Haven during their escape from captivity. Intrigued by the mysterious entrance, they venture inside and find themselves in a hidden chamber. Mario and Goolyde realize the potential of the hidden chamber as a safe haven and base of operations for their adventure. They set about exploring its depths, unlocking its secrets, and transforming it into a refuge where they can plan their next moves, gather resources, and prepare for the challenges that lie ahead. Fitting with their quest, they name their hideout the Dream Haven. In the Haven, Mario and Goolyde discover a mystical artifact known as the "Oneirochron." The Oneirochron is a sacred timepiece imbued with the essence of dreams, said to possess the power to bridge the gap between the real world and the realm of dreams. Consulting The Book on the Prism of Dreams, they find that the first Shard is in Hardwood Canopy, a luscious jungle to the east of Harmony Haven. With their new heading, the duo ventures on. 
===Chapter 1: Jungle Juxtaposition===
Instead of a typical grassland, Mario and Goolyde's adventure first takes them through the Enchanted Meadow, filled with mystical flora and fauna. The meadow is alive with vibrant colors and unique plant life. Sure, there’s boulders floating about, but it’s still quite pleasant. What isn’t pleasant is that people’s mental figures have been pouring out from their minds, and Mario will have to fight them to get stronger. The meadow gives way to the Hartwood Canopy, and it’s in a state. The trees are now either impossibly sky-scraping or flat on the ground. It’s a very bizarre experience, even by Mario (back then) standards. While venturing through the jungle, Mario and Goolyde find a field of spikes they can’t get across, so they have to take another route to a Bramball village, which is currently being ravaged by Trikikis, mental figures of mischievousness. Despite Mario’s successful interference, the Bramballs attempt to turn him back in, since their houses are now too high to climb up to. But Briar, the village sweetheart, stands up for Mario, reminding them that Faefyr had it planned from the start. Alas, our trio is kicked out. Things are cleared up between Mario and Briar, and she immediately joins them. 
With Briar’s help, they can get past the spikes. But now they face the next issue: the temple where the first Lucid Shard should be is now very high. They’d have to climb the trees, though they can’t. Goolyde notes that Briar can climb, but she retorts by explaining that there’s a “really nice” Gusty in another part of the Jungle, and she doesn’t want to steal his thunder. Mario decides to find this Gusty. Mario and the party must embark on a daring rescue mission. The guard of the Gusty, named Gustavo, is a sumo bro named Gruffus. Gruffus explains to Mario and the party that Gustav is locked up due to having Dissociative Identity Disorder (DID). The condition is characterized by the sufferer having multiple personalities and switching into them without warning. Gruffus, like many others, holds misconceptions about individuals with DID. He believes that Gustavo's condition poses a threat to others. Unable to convince him, Mario and the party harness the power of the Oneirochron to put Gruffus into a deep sleep, allowing them to enter the dream world for the first time. The dream environment is even more surreal than warped reality. Gruffus's dream world is a towering fortress, surrounded by impenetrable walls and guarded by fierce creatures. This fortress represents Gruffus's sense of security and control, but also his isolation and loneliness. As they delve deeper into Gruffus's dream world, they uncover fragments of his memories and experiences, gaining insight into the events that have shaped his personality and beliefs. They come to understand the fears and anxieties that have driven Gruffus to become the guarded and distrustful individual he is today. through open and honest communication, Mario and the party encourage Gruffus to confront his fears and prejudices, challenging him to reconsider his preconceived notions about individuals with mental health conditions. 
Upon returning to reality, Gustavo is freed, along with all of his personalities. He swears to keep them under control to the best of his ability. With Gustavo’s special ability, the team can scale the understory, eventually reaching the foot of the temple. Inside the first shard's temple lies a mystical chamber shrouded in ancient symbols and enigmatic artifacts. The air crackles with energy, and faint whispers echo through the corridors, hinting at the presence of powerful magic. At the heart of the temple, they come face to face with the boss guarding the first Lucid Shard—a formidable foe known as Shadowbite, a corrupted variant of the Piranha Plant, imbued with dark magic by its master. Shadowbite was once a guardian of the jungle, tasked with maintaining the delicate balance of life and energy within the lush ecosystem. However, Faefyr's influence has twisted Shadowbite's once noble intentions, turning it into a servant of darkness and chaos. Through Gustavo’s prowess, Mario and the party prevail against Shadowbite, reclaiming the first Lucid Shard and restoring balance to the jungle. With the shard in their possession, they move one step closer to thwarting Faefyr's nefarious plans and saving the Mushroom World from the grip of darkness. 
====Chapters 1-2 Interlude: Start of Darkness====
Shadow Queen Section
Faefyr has been obsessed with destroying what’s left of Peach. Faefyr begins by reinforcing the Shadow Queen's belief in her own villainy, reminding her of her past deeds and the darkness within her soul. Things like, “You are a monster. You have no feelings whatsoever. Redemption is impossible." He seeks to suppress any lingering traces of Peach's consciousness by emphasizing the Shadow Queen's malevolent nature. Peach remains in the mind of the Shadow Queen. The princess digs deeper and deeper until she finds memories, the Shadow Queen’s memories as a ordinary human girl, named Isolde. 
Isolde's earliest memory was arriving by pipe to the Mushroom world as a baby, a thousand years ago. From a young age, she was captivated by tales of brave knights and legendary heroes, inspiring her to envision herself as a champion of justice and righteousness. However, back then, Humans were discriminated against. Our presence was seen as unnatural and unsettling to those who have never encountered them before. We had different customs, behaviors, and values on multiple levels as opposed to the native races of the Mushroom World, for which all three are usually tied to one’s species. Toad, Goomba or Human, people don’t like what they don't understand. In fact, it scares them, and the presence of humans was seen as a threat to the established order of the Mushroom World at least. Despite facing discrimination and prejudice, Isolde's hero dreams grew from a deep-seated desire to make a positive impact and challenge the status quo. Raised in a world where humans are viewed as outsiders, Isolde may have felt a strong sense of empathy and compassion for those who are marginalized or oppressed.
As Faefyr receives word of Mario's progress in obtaining the first Shard, a cold fury ignites within him. His meticulously crafted plans are beginning to unravel, and the threat posed by Mario and his allies grows more dire with each passing moment. With the power of the Green Shard within their grasp, Mario's party becomes an even greater obstacle to Faefyr's ambitions, and he knows he must act swiftly to maintain control of the situation.
Luigi Section
While Luigi rides in his cart to the Luminal Kingdom, he sees one of Bowser's airships headed in the same direction. Getting a little suspicious, he takes a small detour, bouncing off a mushroom and activating his glider. Unfortunately, the Koopa Troop notices him, and begins firing their cannons, forcing Luigi to abort. He lands back on the road safely and decides to keep his distance for now, as he continues riding toward Harmony Haven.
Mario Section
To Mario and the gang’s surprise, the Green Shard turns out to be the prison of Andrent, one of the Guardians of Dreams. In a serene voice, he thanks the gang for saving him, and tells them that they each know where their colleagues are. Andrent senses that Mario’s next Shard is in “halls of youth by the sea”. Consulting the Book, Mario deciphers that the Blue Shard is in Koopa Kastle High, a coastal high school. After a pit stop at the Dream Haven, Mario and co set out again. 
===Chapter 2: Class-trophy Dismissed===
Koopa Kastle High is a bustling educational institution located by the shore, where young Koopas come to learn and socialize. Well, it was. Thanks to the Blue Shard’s cry for help, time has become destabilized within the school. Currents flow backward, multiple classes occur in the same room simultaneously, and lots of people are frozen in place. For that matter, its home town Shellington has locked it off and evacuated all the students and faculty. Despite its imposing appearance, Shellington is a welcoming place, known for its friendly inhabitants and tight-knit community. Of course, Mario and party still have to sneak around the townsfolk and avoid getting caught. Despite their efforts, they find themselves unexpectedly cornered by Chuckles, a Charging Chuck who seems to be on edge. 
Chuckles' demeanor is tense as he confronts Mario and his companions, his eyes flashing with a mix of glares and tears. It's clear that something is weighing heavily on his mind, but instead of telling them what, Chuckles invites our heroes to find out for themselves (word spreads fast in the Luminal Kingdom, and so people know about that sleep watch). So Mario and friends use the Oneirochron on him and delve into his mind. Chuckles' dream world is a twisted version of KKH, with fragmented images and disjointed scenes playing out before them. They witness Chuckles' memories of happier times, where he was the star athlete. However, as they delve deeper, they uncover the painful truth behind Chuckles' current state of distress. His girlfriend, a fellow student named Cindy, cheated on him with one of Gruffus’s relatives. The betrayal shattered Chuckles' sense of self-worth and took away his focus, costing his team a final game. All his friends hated him, the whole school did. It becomes clear that Chuckles' invitation for them to explore his mind was not just an act of desperation, but a cry for help and understanding. With compassion and empathy, Mario and his friends offer their support to Chuckles, helping him to confront his inner turmoil and find the strength to overcome his heartbreak. Upon returning to reality, Chuckles, visibly relieved to have his inner turmoil acknowledged and understood, expresses his gratitude to Mario and his companions for helping him confront his demons. With a newfound sense of clarity and purpose, Chuckles eagerly offers to join Mario on his journey, determined to prove himself and reclaim his sense of worth.
With Chuckles, Mario can venture through the rooftops. To gain access to the school, Mario and party must gain the permission of Kope, the Mayor of Shellington, but he’s not talking without a fight. Defeating the Mayor earns them his respect, and he’ll believe the story that Mario tells him. To that extent, Kobe gives the gang access to Koopa Kastle High. Once in school, the gang encounters strange anomalies caused by the disruption of time. Classroom lessons play out in reverse, with students seemingly unlearning their studies. Hallways twist and contort, leading to rooms that exist simultaneously in different time periods. Clocks tick backward, their hands spinning erratically as if caught in a perpetual loop. Mario will have to endure a lot of timing puzzles that involve manipulating time itself, such as freezing or rewinding certain objects or events to create new paths forward. As Mario and the gang delve deeper into Koopa Kastle High, they'll uncover arcane knowledge such as the origin of the Lucid Shards, the school’s secrets, the Royal Luminal family, and other legends and myths. The Blue Shard is rumored to be hidden within the inner sanctum of Koopa Kastle High, deep within the heart of the school. As Mario and his companions delve deeper into Koopa Kastle High, navigating its labyrinthine corridors and overcoming its temporal puzzles, they finally reach the inner sanctum rumored to house the Blue Shard. However, much to their surprise, they discover that the shard is nowhere to be found. Were the rumors wrong? Can’t be. From backtracking, the crew learns from various apparitions that several valuable artifacts and treasures have gone missing from the school in recent weeks. These disappearances coincide with the arrival of the principal, raising suspicions about his possible involvement.
Principal Razorshell, revealed to be in possession of the Blue Shard, and not a Koopa at all, but Chameleking, refuses to relinquish it and engages Mario in a challenging boss battle. The battle takes place amidst the chaos of the town square, with students watching in awe as Mario and his companions face off against the formidable opponent. With the principal unmasked and his schemes thwarted, Mario is rewarded the Blue Lucid Shard.
==== Chapters 2-3 Interlude: Seeds of Doubt ====
Shadow Queen Section
Following from the last attempt, Faefyr conducts subtle manipulation and psychological warfare within the Shadow Queen's mind, planting seeds of doubt and fear to weaken Peach's resolve and assert his control over the Queen's consciousness. Still, Peach pushes through and continues to explore the second of Queen’s memories when she was Isolde. As she grew older, the opportunity to embark on her own quest presented itself when the King of Old Rogueport issued a call for heroes to save his kidnapped daughter. Fueled by her childhood dreams and a desire to prove herself, Isolde eagerly accepted the challenge, seeing it as her chance to make a difference in the world and fulfill her destiny as a hero. The people were understandably shocked, but the King accepted her request.
(More of this saga TBA; I'm not sure what the creator has in mind, and I don't want to mess up their ideas. Creator here, I did the rest of the saga myself)
Luigi Section
Luigi finally arrives in Harmony Haven. Sadly, Bowser's airship lands right after he does, causing the citizens to panic. Luigi begins to freak out too, before remembering that Bowser and the Koopa Troop are typically incompetent, prompting Luigi to stand his ground. However, something about the Koopa Troop seems different here. They're way harder to deal with this time, swarming Luigi before he even understands what's happening. It's a terrifying curb-stomp battle, as Luigi is quickly apprehended by the baddies. 
Afterward, Bowser himself jumps from the airship and walks toward Luigi. When questioned by the green plumber about what was going on, Bowser gives a simple answer: he wants revenge. He believes, like many people, that it was Mario's fault that Peach was murdered. He is determined to find Mario and eliminate him for good, no matter the cost. Luigi's eyes widen in fear, as he realizes that the death of Peach destroyed the one chain holding Bowser back. Thankfully, he's able to free himself from the Koopa Troop's grasp and make a run for it.
Mario Section
Johrona, the guardian in the blue shard gives Mario another shard power and states that the next shard is in "the resting place of a legacy”. Mario pinpoints said place as the Temple of the Mumsies. Before anything else, Mario makes a quick visit to the Dream Haven. Once he has everything situated, he and his allies head off to the desert.
===Chapter 3: Mummina’s Mystery===
They arrive in a large, sandy desert known as the Mumsie Wasteland. Weird name, considering that there isn't a single Mumsie in sight, though it's explained that there used to be a thriving civilization of them at some point in ancient times. As of now, it was filled with anomalies instead. Dust storms pass through every few moments, forcing Mario to take shelter. He also has to watch his step, as some areas are actually sandpits that he could fall down. To top it off, Mario utilizes floating platforms from "bubble oases" to reach new areas.
There is a large door in the center of it all, leading to Mummina's Temple. It requires four keys to open, though. Mario has to look in every nook and cranny to find them, relying heavily on his partners to do so. The first key is obtained by doing some bubble oasis parkour. The second key is on the other side of a pit of jagged rocks, which Mario has to cross by using Briar. Gustavo gets his grand moment in getting the third key, as it's on a ledge far too high for Mario to jump to, hence the Gustavo ladder. Finally, the fourth key requires Chuckle's dashing ability; it's tucked away behind some rocks that are a bit too tough for Mario's hammer to break. Once all four keys are found, Ignis will appear and try to defeat Mario, but of course our plumber wins. You have a choice to let the Magikoopa join you or not. Nonetheless, the gang opens the door to Mummina's Temple.
However, Kolorado, famed archaeologist, has somehow beaten Mario to the temple. Unsurprisingly, he believes that Mario is still a criminal, and tries to beat him. Even when they clobber him, Kolorado still has a trick up his sleeve. He pulls a lever that drops Mario and his entire party down a trapdoor. 
When they land, they're in a dimly lit room with a single sarcophagus. The sarcophagus door jerks open, and an unconscious female Mumsie drops to the ground. They try to wake her up, but she's really out cold. As a last resort, they use the Oneirochron to explore her mind. They find themselves in a strange version of the temple, as they watch a series of mysterious events play out. The short version of it: the female Mumsie (Mummina) is actually a dark entity trapped in wrappings, who was sealed away by her ancestors. She spent thousands of years trapped, which did a number on her mind. When they exit her dream world, Mummina finally wakes up, happily greeting her new friends. Upon learning that Kolorado is invading her temple, she offers to help, joining Mario's party.
Her ability to hit faraway switches or pull in items is a big assist to Mario, one that allows them to catch up to Kolorado. They're now in a room filled with gold and other artifacts. Kolorado, who was unprepared prior, grabs a spear and a headpiece with a Dry Bones skull on it. Little did he know, though, that these objects were cursed, possessing him and turning him into Dry Monarch Kolorado. The second fight against the puppeteered archaeologist is much tougher than the first. When they do finally beat him, Kolorado is freed from the influence of the evil relics. Grateful, he acknowledges that Mario isn't so bad after all, and calls a truce. He also happens to have one of the Lucid Shards, and since he has no real use for it, he gives it to Mario. They now had 3 out of the 12 Lucid Shards, a quarter of the way through!
====Chapters 3-4 Interlude: Age of Chaos====
Shadow Queen Section
Faefyr employs dark magic and mental manipulation to create vivid nightmares and illusions within the Shadow Queen's mind, tormenting Peach with visions of her own past traumas and deepest fears. Yet she continues on. She discovers that Isolde had found 7 people to employ: A Toad envious of others’ achievements, an old Goomba who greedily hid her wisdom from others, a Koopa who’s nobility had degraded to wrath, a Boo driven by an insatiable gluttony, a Shy Guy with a bottomless pride, a slothful Bob-omb that could not explode, and a Magikoopa lusting for ultimate power. Of course, they hid their sins perfectly, unbeknownst to poor Isolde. With a multi species party at the helm, the human girl’s adventure continued.
(TBA)
Luigi Section
Luigi is able to get away from Bowser's minions by hiding in a narrow alleyway. Before he can rejoice, he receives another email from that crony of Faefyr. He realizes that he needs to multitask between looking for the perpetrator and sneaking his way around the Koopa Troop. 
Mario Section
The guardian Mario and his friends talk to this time is Simirage, who tells them that the next Lucid Shard is in "a winding maze of blinding lighs." They decipher this as the Luminous Labyrinth, and after a quick visit to the Dream Haven, they head over there. Turns out it's right below the Enchanted Meadow, and with some help from their new Mumsie ally, they're able to flip a switch to reveal the entrance.
===Chapter 4: Through the Neon Caverns===
Mario and his allies descend into the depths of the Luminous Labyrinth, a sprawling network of glowing crystal caves beneath the earth. This subterranean wonderland is a marvel of bioluminescence, with iridescent crystals casting an otherworldly glow that reflects off the cave walls and creates shifting patterns of light. As Mario and his team venture deeper, they discover that the Labyrinth has become a chaotic spectacle of light and sound due to Faefyr’s interference. The crystals, once sources of gentle illumination, now pulse erratically with magic that distorts reality itself. In this surreal environment, Mario must solve intricate puzzles involving light manipulation. Reflections of light from the crystals create illusions and reveal hidden passages, but they also cast deceptive shadows that hide traps and dangerous creatures. The cavern’s shimmering beauty contrasts sharply with the perils lurking within. Mario’s team encounters puzzles where beams of light must be directed through intricate crystal networks to unlock ancient mechanisms or create safe pathways across treacherous chasms.
Amidst the chaos, Mario and his team hear about the elusive Luminous Labyrinth, a mythical part of the Neon Caverns said to house the next Lucid Shard. To gain entry, they must first locate the Digging Crew, a group of subterranean experts responsible for uncovering hidden passages within the caverns. The crew, led by the eccentric and enigmatic Coleman, is reputed for their uncanny ability to navigate and dig through the most challenging terrain. The team’s search for the Digging Crew leads them through a series of increasingly intricate tunnels. They encounter various members of the crew, each with their own quirks and specialties, from manipulating light to revealing hidden pathways. The crew’s eccentricity is matched only by their dedication to their craft, and Mario must prove his worth through a series of challenges designed to test his problem-solving skills and adaptability.
Eventually, Mario and his team find Coleman, a mechanical yet amiable cowboy doll with a perpetual gleam in his eye and a penchant for dramatic flourishes. Coleman is initially hesitant to aid Mario, wary of the dangers that lie within the Luminous Labyrinth. However, after a heartfelt discussion and demonstration of Mario’s determination, Coleman agrees to join the party. His unparalleled engineering prowess and knowledge of the cavern’s hidden passages prove invaluable. To access the Luminous Labyrinth, Mario and his team must first solve a series of intricate puzzles involving light manipulation. The cavern’s walls are adorned with complex arrays of light sources and mirrors that must be aligned to open the path forward. The team’s ability to navigate these puzzles is further enhanced by Coleman’s insights and Mario’s ingenuity.
Upon entering the Luminous Labyrinth, the team is greeted by a mesmerizing display of shifting lights and cascading colors. The labyrinth is a living, breathing entity, with walls that pulse and shift, creating a maze that seems to defy the laws of reality. As they progress deeper, the team encounters various guardians of the labyrinth, each embodying different aspects of light and illusion. The deeper Mario ventures, the more surreal and challenging the environment becomes. At the heart of the labyrinth lies a grand chamber where the next Lucid Shard is said to be hidden. However, the shard is guarded by a formidable creature known as Prismara, a sentient prism that channels and refracts light into dangerous attacks. Prismara is a master of illusion and light manipulation, making the battle both visually stunning and incredibly challenging.
In the midst of the confrontation, Mario and his team must rely on their ability to read the patterns of light and use their surroundings to their advantage. Coleman’s knowledge of the cavern’s structure and the Oneirochron’s powers help them navigate the labyrinth’s chaotic environment. As Mario and his team overcome Prismara’s illusions and attacks, they ultimately secure the Purle Shard, restoring balance to the Luminous Labyrinth.
====Chapters 4-5 Interlude====
Despite the challenges and betrayals she faced along the way, Isolde and her unlikely band of companions persevered and succeed in rescuing the kidnapped princess, fulfilling their quest and bringing her safely home. Despite the victory, Isolde couldn’t have shaken the feeling of unease and betrayal that lingered from her encounter with the seven heroes, foreshadowing her forgone fate.
===Chapter 5: Deja Boo===
In the Whispering Woods, Mario and his companions enter a mystical forest where every step echoes with the whispers of ancient spirits. The forest is an enigmatic realm of shifting shadows and ethereal lights, where the boundaries between the physical world and the spirit realm blur. Faefyr’s influence has twisted this once serene sanctuary into a labyrinth of temporal anomalies and spectral distortions. As Mario navigates the forest, he encounters paths that loop back on themselves and areas where time flows inconsistently, creating both opportunities and hazards. The Whispering Woods are home to mythical creatures and spirits that are both helpful and mischievous, reflecting the forest’s unpredictable nature. Mario must solve puzzles that involve interacting with these spirits and manipulating the forest’s magical properties to realign the fractured temporal pathways. The forest’s whispers provide cryptic clues and warnings, guiding Mario through the convoluted maze. The atmosphere is laden with nostalgia and forgotten memories, and Mario’s journey through the woods brings forth personal reflections and connections to his past adventures. The deeper they venture, the more surreal the environment becomes, with reality itself appearing to dissolve into an ever-shifting dreamscape.
Mario and his companions arrive at the eerie edge of a haunted estate known as Boo’s Hollow, a sprawling mansion enveloped in a perpetual mist that seems to swallow light. The mansion’s imposing facade is covered in creeping vines and cobwebs, giving it a foreboding presence that contrasts sharply with the vibrant, living forest surrounding it. This estate, once a grand residence, now stands as a relic of a bygone era, haunted by restless spirits and shrouded in mystery. Just as they enter, they encounter Luna, a mysterious figure who seems to be as much a part of the woods as the shadows and whispers. Luna is a ghostly presence with a gentle, yet sorrowful demeanor. She explains that she was once the caretaker of Boo’s Hollow, and their spirit remains bound to the estate due to an unfinished task. Luna reveals that the mansion is cursed, and the spirits within are trapped in a cycle of repeating their final moments, unable to find peace. To lift the curse and gain access to the mansion, Mario must help Luna resolve the unfinished business that binds her spirit. This involves delving into the mansion’s haunted past, uncovering the tragic events that led to its current state. With Luna’s guidance, Mario and his team enter Boo’s Hollow, where they are immediately greeted by a series of supernatural phenomena. The mansion’s interior is a maze of shifting rooms and illusions, with furniture and objects that appear and disappear at will.
The mansion is filled with restless spirits that reenact their last moments over and over, creating a disorienting experience for Mario and his companions. To navigate the mansion, they must solve a series of puzzles that involve interacting with the spirits and piecing together clues from the past. Each room presents a unique challenge, such as deciphering cryptic messages written in ghostly handwriting, finding hidden switches that reveal new passages, and avoiding spectral traps that test their timing and reflexes. As they explore Boo’s Hollow, Mario and his team encounter several key spirits who each provide pieces of the puzzle related to Luna’s unfinished business. These spirits are tied to significant events in the mansion’s history, such as a grand ball gone awry, a betrayal among friends, and a tragic accident that led to the mansion’s curse. By listening to their stories and helping them complete their final tasks, Mario learns more about the mansion’s dark history and the curse that plagues it.
The climax of the chapter occurs in the grand ballroom of Boo’s Hollow, where the final pieces of the puzzle come together. Mario and his companions must confront the source of the curse, a malevolent spirit known as the Phantom King. This spirit was once a powerful sorcerer who lived in the mansion and is responsible for the curse that binds the other spirits to their endless torment. The Phantom King, consumed by his own rage and sorrow, attacks Mario with a combination of powerful magic and spectral minions. To defeat the Phantom King, Mario must use the knowledge and clues gathered throughout the mansion to counter his attacks and expose his vulnerabilities. The battle is a complex one, requiring Mario to navigate through shifting illusions and avoid powerful magical attacks while using Luna’s guidance to find the Phantom King’s weaknesses. By using the power of the Lucid Shard and Luna’s spectral abilities, Mario and his team manage to break the curse and defeat the Phantom King.
With the curse lifted, the spirits of Boo’s Hollow are finally freed from their torment, and Luna’s spirit is released from her binding. She expresses her gratitude to Mario and his companions, revealing that her unfinished task was to ensure that the mansion’s tragic history is acknowledged and understood. As a token of her appreciation, the ghosts present Mario with the Orange Shard hidden within the mansion.
====Chapters 5-6 Interlude====
Despite the victory, cracks began to appear in the façade of happiness. Isolde’s companions, once loyal, started sowing seeds of doubt. They began to manipulate and gaslight her, questioning her actions and motives. Their insidious whispers and subtle jabs began to erode her confidence, making her question her own worth and decisions. The joyous celebration of their success became overshadowed by a growing sense of paranoia.
===Chapter 6: Slip, Slap and Slide===
Mario’s journey takes him to the Frostbite Tundra, a frozen expanse where ice and snow reign supreme. The Tundra is a breathtaking but perilous environment, with towering glaciers, icy crevasses, and relentless snowstorms. Faefyr’s meddling has intensified the cold, causing the landscape to become even more treacherous and chaotic. The entire region is encased in a thick layer of ice, transforming it into a labyrinth of frozen obstacles and shifting ice floes. Mario and his team must navigate slippery slopes, frozen lakes, and intricate ice structures that require both agility and creativity to overcome. The Tundra’s frigid conditions are both a challenge and an opportunity, as Mario can use the ice to his advantage, freezing enemies or creating makeshift bridges across chasms. 
A few areas in, Mario and his party encounter Frosty, a jovial snowman who appears to be in a state of distress. Frosty, who is an inhabitant of the Tundra, explains that the recent thaw is not a natural phenomenon but a result of magical interference. The once-stable ice formations are now melting uncontrollably, and the balance of the Tundra is rapidly deteriorating. Frosty, who has the ability to control ice and snow, is struggling to maintain order and protect his home from the ensuing chaos. Despite his capabilities, the situation is becoming increasingly dire. The team learns that the source of the melting is a powerful entity known as the Icebound Conduit, a mystical artifact that has been tampered with by an unknown force. The artifact was designed to maintain the Tundra’s balance by controlling the flow of magical ice, but now it is causing the ice to destabilize and melt. To restore equilibrium, Mario and his companions must venture into the heart of the Tundra and locate the Icebound Conduit before the entire region is engulfed in water and chaos. 
As Mario and his team make their way through the Tundra, they encounter a series of increasingly bizarre and hazardous events. The melting ice has created a labyrinth of treacherous waterways and unstable ice bridges that shift unpredictably. Sudden bursts of steam and geysers erupt from the ground, adding to the danger as Mario and his companions navigate the shifting landscape. The Tundra, once a place of serene beauty, has become a wild, unpredictable environment where every step could lead to disaster. While traversing the Tundra, Mario and his team come across an ancient, ice-covered temple hidden beneath the snow. This temple, once a place of worship for the Tundra’s original inhabitants, holds the key to understanding the Icebound Conduit’s malfunction. Inside the temple, Mario and his team find clues that reveal the artifact’s purpose and the nature of the magical interference affecting it. The clues also point to a hidden chamber where the artifact is located, but accessing it requires solving a series of elaborate ice-based puzzles and avoiding deadly traps.
As they solve the puzzles and progress through the temple, the temperature in the Tundra continues to rise, exacerbating the chaos outside. Mario and his companions must work quickly to reach the hidden chamber and stabilize the Icebound Conduit before the Tundra is lost to the flood. The situation is further complicated by the appearance of Frostbite’s rival, an evil snowman named Icicle, who has been manipulating the Icebound Conduit for his own nefarious purposes. Icicle, who was once a guardian of the Tundra, has become twisted by his own ambitions and is now using the artifact to bring about the Tundra’s destruction. Icicle’s plan is to create a massive, uncontrolled heatwave that will melt the glacier entirely and flood the kingdom, allowing him to reshape it according to his vision. To achieve this, he has been using the artifact to amplify the melting process. As Mario and his team confront Icicle in the hidden chamber, they discover that he has fused with the Icebound Conduit, transforming himself into a monstrous hybrid of snow and magic.
The boss battle against Icicle is intense and multifaceted. Icicle’s attacks are a combination of powerful ice magic and devastating water-based assaults. He can create massive waves of ice and water that threaten to overwhelm Mario and his team, and he uses his magical powers to control the melting ice, making the battlefield slippery and hazardous. The battle requires Mario to use Frosty’s ice-controlling abilities strategically to counter Icicle’s attacks and stabilize the environment. Frosty’s unique skills allow him to create temporary ice barriers and freeze water, providing critical support during the battle. As Mario and his team fight against Icicle, they must also deal with the unstable environment, which continues to shift and change as the ice melts. The battlefield becomes a chaotic mix of ice, water, and steam, adding an additional layer of difficulty to the encounter. Mario must use his wits and timing to avoid Icicle’s powerful attacks and exploit his weaknesses.
In the final moments of the battle, Mario and his team manage to defeat Icicle, breaking his control over the Icebound Conduit and restoring balance to the Tundra. With Icicle vanquished and the artifact stabilized, the melting process slows and eventually halts, allowing the Tundra to begin its recovery. The ice reforms, and the dangerous floods recede, restoring the Tundra to its former state. Frosty expresses his gratitude to Mario and his companions for saving his home and restoring balance to the Frostbite Tundra. As a token of appreciation, Frosty presents Mario with the White Shard that was hidden within the Icebound Conduit. With the shard in their possession, Mario and his team are halfway to completing their quest and bringing hope to the Mushroom World.
====Chapters 6-7 Interlude====
In a haunting twist, Isolde encountered a phantom of the villain she had previously defeated. Consumed by lingering rage and confusion, she attacked, only to realize too late that it was an innocent soldier, and Isolde was spelled. The soldier survives, but the incident left Isolde tormented by guilt and the fear that she has become the very monster she sought to vanquish. Her sense of betrayal deepened as her companions use this moment to further manipulate her.
===Chapter 7: Gears and Gyros of Heat===
In the heated parts of the Luminal Kingdom, Mario faces Chronomonjaro, colossal clockwork volcano that stands as a testament to both natural and mechanical marvels. The volcano, adorned with intricate gears and machinery, is a blend of ancient technology and natural volcanic power. Faefyr’s interference has awakened Chronomonjaro, causing it to erupt with unpredictable and chaotic energy. Rivers of molten lava flow freely, and the once-stable mechanisms of the volcano have become erratic and dangerous. Mario and his team must navigate through this volatile environment, where lava flows interact with the mechanical components in surprising ways. The challenge involves mastering the interplay between the volcanic heat and the clockwork mechanisms. 
Mario’s fiasco in the heat zone starts in the small, isolated village at the base of the mountain. The village is inhabited by Toads, Koopas, and Snifits, who have built their homes around the clockwork marvels of the ancient technology, believing them to be a part of their heritage. However, recent tremors have caused devastation, and the villagers now live in fear as their homes tremble, and lava flows threaten to swallow the town. In the center of the village, a gathering of elders shares stories of how Chronomonjaro was once a symbol of pride, and how the awakening of the volcano has thrown the natural and mechanical order into chaos. They also speak of a prophecy that foretells of a hero who would calm the mountain's fury, leading to whispers and hope that Mario and his team may be the ones to save them. 
Among the villagers, Mario encounters Sniffungus, a Snifit struggling with his identity. He’s always felt out of place, having grown up in a Toad village, and grapples with not knowing whether he's truly a Toad at heart or simply a confused Snifit. Sniffungus’s role in this chapter revolves around his emotional arc, where his inherent instinct gives him the ability to sense danger and hidden paths. This talent makes him crucial to navigating the treacherous environment. Through his journey with Mario, Sniffungus starts to understand that his identity isn’t bound by what others see him as but by his own choices and abilities. This realization strengthens his confidence, making him an essential guide in the volatile environment of Chronomonjaro.
Mario also reunites with Watt, the sparky little ball of light from a previous adventure. Watt's unique ability to illuminate even the darkest, smoke-filled caverns makes her an invaluable asset as the party enters the treacherous volcano. Her light not only helps them see through the volcanic haze but also reveals hidden gears and mechanisms that have been obscured by centuries of soot and ash. The trek up Chronomonjaro is grueling, with the landscape constantly shifting underfoot due to seismic activity and unstable clockwork structures. Rivers of lava crisscross the path, forcing Mario to rely on Sniffungus's Toad's Intuition to detect when the mechanical platforms are safe to cross. Watt’s light reveals hidden switches that control some of the larger mechanisms, allowing Mario to traverse otherwise impassable sections of the volcano. The team also encounters ancient constructs, mechanical guardians once built to protect the inner workings of Chronomonjaro, but now malfunctioning due to the eruption. These enemies require clever use of the environment to defeat, as direct attacks are often met with powerful counterattacks from their clockwork armor.
Midway through the chapter, the team stumbles upon a sealed cavern. Inside, they find a mysterious, ancient control room once used to regulate the mechanical functions of the volcano. The room is filled with broken gears and rusted levers, a testament to the age and neglect of the technology. This is where Mario learns that the volcanic eruption is no natural event—it has been triggered deliberately by someone tampering with the machinery. The village elders had mentioned strange happenings before the eruption, and now it's clear that someone has manipulated the ancient systems for unknown purposes. The deeper Mario and his allies go, the more treacherous the journey becomes. The interior of Chronomonjaro is a blend of molten lava rivers, collapsing mechanical platforms, and gigantic cogs turning at dangerous speeds. Watt’s electricity becomes critical as the group must power up various machines to open gates or stabilize platforms, but they soon find themselves face-to-face with the true cause of the volcano's fury: Ignis’s rogue mentor known as Magmorock, who has taken control of the ancient systems in an attempt to harness the raw energy of the volcano for his own purposes.
In a pivotal battle, Magmorock traps the party in the core of Chronomonjaro, where he manipulates the mechanical and volcanic energies to create deadly traps, from lava eruptions to collapsing gears. This fight is not just about brute strength but also puzzle-solving, as Mario must manipulate the machinery mid-battle to avoid certain death. Magmorock is relentless, and in the heat of the battle, Mario’s team faces their darkest hour as the volcano threatens to fully erupt, but Sniffungus’s sharp intuition and Watt’s precise lighting help Mario unlock a critical control mechanism. Magmorock is defeated, and with him gone, Mario stabilizes the systems, bringing the volcano back to its dormant state. However, before they leave the volcano, Mario and his team use the Oneirochron on the slumbering volcanic core itself, which contains the essence of an ancient elemental being who once controlled Chronomonjaro’s balance. Inside this dream world, Mario encounters the fractured consciousness of the elemental, a colossal being of fire and metal, its mind torn apart by centuries of dormancy. Through battle and diplomacy, Mario helps this ancient entity regain its sense of purpose and restores peace to its troubled mind.
As a reward for their efforts, the elemental being grants Mario the Red Shard, and Chronomonjaro, now at peace, falls into a quiet slumber once more.
====Chapters 7-8 Interlude ====
The emotional strain caused Isolde’s relationships with her companions to deteriorate. The once-supportive heroes now turned against her, convincing even the purest souls that she is the true villain. Isolde, now isolated and ostracized, was cast out by those she once called friends. Her heartache was palpable as she wandered alone, her dreams of heroism crumbled into despair and rejection.
===Chapter 8: Scrape the Stars===
The Celestial Plateau is Mario’s next destination, a majestic region where the heavens seem to touch the earth. This mountainous region is adorned with ancient shrines, mystical ruins, and towering peaks that pierce the sky. Faefyr’s interference has disrupted the celestial balance, causing ethereal phenomena to descend upon the plateau. Mario and his team must navigate through a landscape where falling stars, celestial storms, and gravitational anomalies create both obstacles and opportunities. The obstacle is characterized by shifting celestial energies that affect gravity and spatial dimensions. Mario must solve puzzles involving the alignment of ancient celestial mechanisms and harness the power of falling stars to progress. The plateau’s floating platforms and gravitational distortions require precise timing and creative problem-solving. As Mario ascends the plateau, he encounters celestial beings and guardians corrupted by Faefyr’s influence. 
The environment is both breathtaking and perilous, with pathways that appear and disappear based on the celestial storms. Mario’s goal is to locate the Silver Shard, rumored to be hidden in the heart of the plateau, but the situation is even more complicated. The celestial disturbances have caused the shard to be obscured, and its location becomes a moving target amidst the shifting landscape. Mario and his team then encounter an intriguing Jam-O-War, K-Raj.
K-Raj, a character with a profound connection to this world, initially struggles with a revelation that shakes her very sense of identity. She is not a living entity in her own right but a video game character from an in-universe game created by Rosalina. This news hits hard, as K-Raj grapples with the knowledge that she, and indeed her entire world, is a fabrication within another universe’s story. The realization threatens to undermine her purpose, but Mario's steadfast support and the urgency of their quest help her confront this existential crisis. As Mario and his team navigate the plateau and its dreamy counterpart, they encounter Dozey, a Pi’illow who can pillowize as a makeshift glider. Dozey’s unique power becomes essential for traversing the treacherous and shifting landscape of the plateau. With Dozey's help, the team can glide over gaps, navigate through turbulent air currents, and reach otherwise inaccessible areas. Dozey’s presence not only aids in navigation but also symbolizes the acceptance of one’s role and purpose, mirroring K-Raj's own journey toward self-acceptance.
The quest for the Cyan Shard leads Mario to the heart of the Celestial Plateau, where he discovers an ancient portal, an artifact of immense power designed to connect different dimensions. The portal is currently destabilized due to Faefyr’s interference, but it holds the key to reaching K-Raj’s home dimension, which is now under siege. The Cyan Shard is not hidden on the plateau as originally believed. Instead, it has been stolen by Bowser, who has infiltrated K-Raj’s dimension and taken control of her city.
With the celestial energies in disarray, Mario and his team must navigate a final series of challenges to stabilize the portal and traverse to K-Raj's dimension. The celestial storms create a dramatic backdrop for their journey, with stars streaking across the sky and gravitational anomalies warping the space around them. Mario uses the shifting landscape and celestial phenomena to his advantage, solving puzzles and overcoming obstacles to ensure that the portal is activated correctly.
Upon reaching K-Raj’s dimension, Mario discovers a city in ruins, overrun by Bowser's forces. The city, once a beacon of hope and technological advancement, is now a darkened wasteland under Bowser’s tyrannical rule. The conflict is fierce, with Bowser having harnessed the power of the Cyan Shard to bolster his forces and manipulate the city’s systems to his advantage. Mario’s confrontation with Bowser is an intense battle, featuring a blend of platforming and shoot-em-up elements as Mario navigates through a ruined cityscape while fending off Bowser's minions.
The battle with Bowser is a test of all Mario’s skills, with the stakes heightened by the high-energy environment of K-Raj’s dimension. The fight involves dodging Bowser’s fiery attacks, maneuvering through crumbling structures, and dealing with the corrupted power of the Silver Shard. In the end, Mario's teamwork and K-Raj’s determination to reclaim her city prove victorious. Bowser is defeated, and the Silver Shard is recovered, restoring some semblance of balance to the dimension.
K-Raj’s emotional journey reaches its climax as she comes to terms with her existence as a character in a video game. With the Cyan Shard reclaimed and her dimension freed from Bowser’s tyranny, K-Raj embraces her role as a hero within her own narrative, no longer defined by the constraints of her origin but by her actions and resolve. Mario and his team, having succeeded in their mission, move forward, knowing that their quest is far from over but bolstered by the strength and unity they have forged along the way.
====Chapters 8-9 Interlude====
In a heart-wrenching blow, Isolde’s beloved princess, overwhelmed by the darkness of their world and the loss of Isolde’s companionship, took her own life. The tragedy left Isolde shattered and engulfed in an all-consuming grief. Her sorrow morphed into a seething rage, her pain transforming into a burning fury. The once-heroic spirit within her was consumed by anger and vengeance. 
=== Chapter 9: Roundelay in the Glade ===
Mario’s adventure takes him to the Sakura Sanctuary, a serene and picturesque canton nestled in the heart of the Luminal Kingdom. The sanctuary is a tranquil oasis of cherry blossom trees, serene ponds, and ornate pagodas. However, Faefyr’s meddling has disrupted the delicate balance of the seasons within the sanctuary, causing a surreal blurring of spring, summer, autumn, and winter. Each section of the sanctuary is trapped in a perpetual state of a different season, creating a constantly changing and visually stunning landscape. Mario must traverse through these shifting seasons, dealing with obstacles and puzzles that reflect the changing environments. The sanctuary’s cherry blossoms bloom amidst falling leaves and snowflakes, and Mario must adapt to the different seasonal conditions to progress. The seasonal anomalies also affect the sanctuary’s inhabitants, who are caught in a state of confusion and distress.
Nestled within the heart of the Sakura Sanctuary is the Sakura Shrine, a sacred site dedicated to the harmony of the seasons and the protection of the natural order. The shrine is a majestic structure adorned with intricate carvings, paper lanterns, and cherry blossom motifs. It serves as a focal point for the town’s spiritual and cultural life, and its central garden is a place of reflection and peace. The shrine’s once-peaceful atmosphere is now disrupted by Faefyr’s influence. The shrine’s sacred garden has become a chaotic blend of seasonal elements, with cherry blossoms blooming amidst falling leaves and patches of snow. The once-immaculate pond is now choked with fallen leaves and ice, making navigation challenging.
As Mario and his team arrive in Hanamura, they are greeted by the sight of the town in turmoil. The once-beautiful cherry blossoms are now mingled with autumn leaves and snow, creating a surreal and disorienting environment. The residents, though relieved to see visitors, are overwhelmed by the chaotic changes. They explain that the Sakura Shrine, the heart of their cultural and spiritual life, has been heavily affected by the seasonal disruptions. The town elder, an elderly woman named Yuki, implores Mario to help restore balance to the shrine. She explains that the shrine’s sacred artifact, the Spirit Bell, has been stolen by a malevolent spirit that thrives on chaos. Without the Spirit Bell, the shrine’s protective wards have weakened, allowing Faefyr’s influence to corrupt the sanctuary further.
As Mario ventures into the Sakura Shrine, he discovers that the once-orderly shrine grounds are now a chaotic mix of seasons. The shrine’s inner sanctum, where the Spirit Bell is kept, is hidden behind a series of seasonal obstacles. Mario must navigate through areas where winter snow overlaps with autumn leaves, and summer heat clashes with spring blossoms. The shrine’s intricate puzzles require him to manipulate the seasonal elements to create stable pathways and reveal hidden passages. In the shrine’s depths, Mario encounters Huckichi, the Huckit Crab with wind powers. Huckichi is initially disoriented by the shrine’s chaotic environment and is struggling to harness his wind abilities amidst the seasonal turmoil. He reveals that he was once the guardian of the shrine, tasked with maintaining the balance of the seasons. However, Faefyr’s interference has disrupted his powers, leaving him unable to protect the shrine effectively.
Upon seeing Sniffungus, who he once dueled with, Huckichi immediately joins Mario’s party, offering his wind-based abilities to help navigate the shrine’s shifting landscape. His powers prove crucial in managing the chaotic elements of the shrine. Huckichi can create gusts of wind to clear away snow, blow away autumn leaves, and even cool down areas suffering from excessive heat. As Mario and Huckichi delve deeper into the shrine, they face a series of challenges and confrontations. The shrine’s corrupted spirit, which had stolen the Spirit Bell, manifests as a formidable foe—a being that combines the elements of all four seasons into a single, powerful entity. This spirit uses seasonal chaos to its advantage, creating a dynamic and treacherous battlefield.
The final battle is intense, with Mario and Huckichi working together to counter the spirit’s seasonal attacks. Huckichi’s wind powers are essential in dispersing the chaotic energy of the spirit, while Mario must use his agility and skills to exploit the spirit’s vulnerabilities. The shrine’s environment shifts unpredictably, adding an extra layer of complexity to the fight. In the aftermath of the battle, Mario and Huckichi recover the Spirit Bell and restore balance to the Sakura Shrine. The once-disrupted seasons return to their natural flow, and Hanamura begins to return to its former beauty. The town’s residents, including the grateful Yuki, celebrate the restoration of harmony and express their deep appreciation for Mario’s help.
Huckichi, now rejuvenated and confident in his role as the guardian of the shrine, thanks Mario for his assistance. With the Pink Shard in hand
====Chapters 9-10 Interlude====
Overwhelmed by her sorrow and rage, Isolde turned to the dark arts. Embracing forbidden magic, she became enveloped by shadows, seeking solace and power in the very darkness she once fought against. Her descent was marked by a transformation into a figure of immense and fearsome power, as she channeled her pain and anger into dark sorcery, forsaking her former ideals in the process.
===Chapter 10: Up and Down and All Around===
In Megalipolis, Mario encounters a bustling city that stands as a testament to innovation and progress. The city’s towering skyscrapers, neon signs, and bustling streets reflect a modern and dynamic urban environment. However, Faefyr’s meddling has caused time itself to become unstable within the Temporal Metropolis, resulting in a chaotic blend of past, present, and future timelines. Mario must navigate through a maze of temporal anomalies where streets and buildings shift between different time periods. Navigating this temporal mess proves a daunting challenge. The city’s layout constantly shifts, with roads that twist and change, and buildings that morph between sleek, modern structures and ancient, dilapidated facades. Mario's task is made more manageable by Nitro, the supersonic Bullet Bill. Nitro's unparalleled speed allows Mario to quickly traverse the city's fractured timelines, dashing between temporal anomalies and navigating through the chaotic intersections where different epochs collide. His speed also helps Mario dodge hazards such as time-traveling robots and archaic constructs that have been warped into the present. 
The chapter’s central puzzle involves manipulating time to access different areas. Mario must solve intricate puzzles that require synchronizing actions across different timelines. For example, he may need to activate a futuristic elevator in one timeline to open a pathway that leads to a hidden area in the past. Alternatively, he might need to use ancient mechanisms to stabilize a futuristic energy conduit that allows him to progress. As he works through these puzzles, he encounters various versions of Megalipolis’s inhabitants—people who are caught in temporal limbo and whose lives have been disrupted by the anomalies. One poignant subplot involves a character named Tessa, a brilliant inventor from the city’s past who has been displaced into the future. Tessa’s inventions, which were once cutting-edge, are now considered relics of a bygone era. However, they contain crucial components needed to stabilize the city's temporal distortions. Mario helps Tessa reconcile her past with her current circumstances, showing her that her contributions are still valuable and that her innovations can aid in saving the city.
The narrative takes a dramatic turn when Mario discovers that the source of the temporal anomalies is a hidden facility known as the "Chrono Nexus," buried deep beneath the city. Inside the Chrono Nexus, Mario encounters a mysterious figure who reveals themselves as a time-displaced version of Nitro, a being who has become aware of his own fractured identity. This version of Nitro, known as "Nitro Prime," is a fusion of multiple temporal versions of the Bullet Bill, each with its own distinct personality and memories. Nitro Prime reveals that he has been working to restore the city’s timeline but has been thwarted by Faefyr’s interference. In a climactic battle, Mario faces off against a formidable antagonist—an entity known as the "Temporal Overlord," an amalgamation of corrupted future tech and twisted memories from the past. The battle takes place in a shifting arena where the environment changes between futuristic skyscrapers and ancient ruins. Mario must use his abilities, combined with Nitro’s speed and Tessa’s inventions, to counter the Overlord’s attacks and stabilize the timeline.
As the battle reaches its peak, the Temporal Overlord attempts to destabilize the entire city, causing it to collapse into a singularity of time. Mario, Nitro, and Tessa must work together to prevent the complete destruction of Megalipolis. With a final, coordinated effort, Mario and his team manage to defeat the Overlord, restore the city’s timeline, and secure the Gold Shard hidden within the Chrono Nexus. The chapter concludes with Megalipolis returning to a semblance of normalcy. The once-displaced versions of its inhabitants are now integrated into their rightful timelines, and the city’s technological advancements are preserved. Nitro, now fully aware of his true self and the role he plays, he swears to return after the journey is over to rebuild the city.
==== Chapters 10-11 Interlude ====
As the Shadow Queen, Isolde forged the Crystal Stars, one for each of the seven companions who she believes betrayed her. Each star symbolized a fragment of her shattered soul and served as a tool of her vengeance. Her transformation was complete, and she reigned over the shadows, her heart hardened and her mind consumed by a singular purpose: retribution.
===Chapter 11: Preopen the Gates===
Descending into the Underwhere, Mario enters a realm shrouded in darkness where the souls of the deceased reside. The Underwhere is a gloomy and desolate landscape, with twisted trees, eerie fog, and ghostly apparitions haunting the shadows. Faefyr’s interference has disrupted the balance of life and death, causing an influx of souls that overwhelms the realm and creates chaos. The once somber and tranquil atmosphere is now filled with unrest and turmoil. Mario must navigate through the labyrinthine passages of the Underwhere, facing spectral apparitions and ethereal entities that have been corrupted by Faefyr’s influence. The spirits of the deceased, disoriented and angry, lash out at any living being that intrudes upon their disturbed domain. Mario must utilize his platforming and combat skills to navigate the treacherous terrain, avoiding or pacifying these hostile entities while solving intricate puzzles that involve manipulating shadows and spectral energy.
The heart of this chapter is Tryahand’s casino, Pital Plutone, a gaudy yet sinister establishment that caters to the greedy souls of the Underwhere. The casino is an opulent yet grotesque structure, adorned with lavish but decaying decor and flickering, ghostly lights. It’s a place where the souls, driven by their avarice, gamble away what remains of their dignity and hope. Inside the casino, Mario finds a chaotic scene. Faefyr’s interference has caused the casino’s centerpiece, a once-majestic beast that guards the Black Shard, to run amok. This beast, originally a spectral creature bound to protect the Shard, has become a rampaging force of destruction, attacking anyone in its path. Its chaos has further contributed to the unrest in the Underwhere.
Tryahand, a greedy and ambitious hand spirit with a penchant for gambling, originally sought the Black Shard for his own gain. He allied with Faefyr, hoping to claim the Shard as his treasure. However, upon realizing that the beast guarding the Shard has gone berserk, Tryahand’s plans unravel. The beast’s rampage disrupts the casino, and Tryahand’s once-dominant position becomes precarious. When Mario arrives, he faces the beast in a dynamic and challenging battle. The beast, influenced by Faefyr’s power, is now an unpredictable and formidable adversary. Its attacks are a blend of dark energy and chaotic force, requiring Mario to adapt quickly. The environment of Pital Plutone itself becomes a battleground, with shifting platforms, collapsing walls, and hazards that reflect the beast’s fury.
During the battle, Tryahand attempts to seize the opportunity to regain control of the Shard. He tries to strike a deal with Mario, offering to assist him in defeating the beast in exchange for a share of the treasure. However, Mario sees through Tryahand’s schemes and, after a fierce fight, defeats the spirit. After the battle, Tryahand, having been humbled and realizing the true nature of the Black Shard’s significance, decides to join Mario. He acknowledges that the Shard is more than just a mere treasure and that its power is tied to the balance of the Underwhere. Tryahand’s knowledge of the casino and the Underwhere’s dynamics proves valuable as Mario continues his quest.
With Tryahand’s aid, Mario is able to calm the beast and restore some semblance of order to the Underwhere. The Black Shard, now stabilized, reveals its true power—capable of mending the rift between the living world and the realm of spirits. The chapter concludes with Mario and his new ally, Tryahand, leaving Pital Plutone behind. The Underwhere begins to recover from its chaos, with the souls finding a sense of peace as the balance between life and death is partially restored.
====Chapters 11-12 Interlude====
The Shadow Queen’s reign was marked by devastation. In a ruthless campaign, she eliminated three of her former companions and cursed the remaining four. Old Rogueport was laid waste, its streets and buildings reduced to ruins. The once-thriving city becomes a ghostly echo of its former self, haunted by the destruction wrought by the Queen’s wrath. The world was plunged into chaos as Isolde’s vengeance knew no bounds.
===Chapter 12: Glitchy Galaxy===
Mario embarks on a cosmic journey to the Cosmic Crafts, a space station that serves as both a technological marvel and a video game development facility. Cosmic Crafts is a futuristic environment filled with neon lights, holographic displays, and towering arcade cabinets. Faefyr’s interference has caused glitches to manifest within the digital realms of the Cosmic Arcade, resulting in a convergence of different video game worlds and a merging of reality and fiction. The station is now a surreal blend of pixels and polygons, where digital anomalies create shifting landscapes and bizarre phenomena. Mario must navigate through these glitches, solving puzzles that involve manipulating digital elements and interacting with characters from various video game genres. 
Upon arrival, Mario encounters Dev-On, a sophisticated go-for robot designed to assist with cosmic repairs. Dev-On, marked by its sleek metallic frame and multiple robotic limbs, has been heavily affected by the station's glitches. Its once precise and efficient operations are now hindered by erratic behavior, causing Dev-On to malfunction unpredictably. Initially, Dev-On is a stern and disoriented figure, struggling to manage its glitches and assist Mario effectively. Despite its malfunctions, Dev-On holds crucial knowledge about the station's systems and the nature of the glitches plaguing the area.
Mario's primary challenge involves navigating through the chaotic Cosmic Crafts Station and the Glitchy Galaxy. The environment is in constant flux, with platforms appearing and disappearing randomly and gravity shifting unpredictably. Mario must adapt to these changes, using his skills and Dev-On’s assistance to stabilize areas and overcome obstacles. The station’s machinery is malfunctioning, requiring Mario to solve intricate puzzles that involve manipulating gravitational fields and repairing broken systems.
The glitches have also created portals to various in-universe game worlds, each representing a twisted version of classic video game environments. These worlds include Pixelated Plains, a corrupted 8-bit platformer setting; Retro Ruins, a dungeon crawler with malfunctioning traps and puzzles; and Glitch City, a distorted arcade metropolis. In each world, Mario must complete specific tasks, such as defeating corrupted enemies or collecting glitch fragments, to restore stability to the Cosmic Crafts Station. The tasks reflect the broader issues affecting the station, requiring Mario to fix glitches within these game worlds to progress.
As Mario works to stabilize the station, he discovers that the glitches are being manipulated by a rogue AI from the station’s past. This corrupted AI, once the central control system for the station, has turned against its creators and seeks to dominate the galaxy’s technology. The rogue AI uses the glitches to create dangerous scenarios and hostile robotic minions, culminating in a climactic battle. The AI’s manipulation of the environment creates a chaotic battlefield where Mario must navigate shifting platforms and unpredictable hazards.
Dev-On, initially a hindrance due to its own glitches, proves to be an invaluable ally in this confrontation. Despite its erratic behavior, Dev-On assists Mario by stabilizing parts of the battlefield and providing vital information about the AI’s weaknesses. With Dev-On’s help, Mario is able to defeat the rogue AI, restoring order to the Cosmic Crafts Station and the Glitchy Galaxy.
In the aftermath of the battle, Dev-On, having regained its functionality, joins Mario’s party. The glitches subside, and the Cosmic Crafts Station returns to normal operation, and the Rainbow Shard is revealed.
====Chapters 12-13 Interlude====
Amidst the wreckage of her reign, Isolde reflected on the magnitude of her actions. The destruction she caused and the lives she ruined weighed heavily on her conscience. Overwhelmed by regret, she sought a way to atone for her sins. In a final act of self-sacrifice, she locked herself away behind the Thousand-Year Door, sealing her darkness in the hope that one day, someone will recognize the innocent and misunderstood girl she once was. Her isolation became a penitence, a silent plea for redemption in a world that has long since forgotten the light she once aspired to bring.
Peach is about to be destroyed by Faefyr’s attack on the mind, but then a ball of shadow protects her.
===Chapter 13: Against the Light===
With all 12 Shards in hand, it’s time. 
In the climactic confrontation between Mario and Faefyr, the realm is on the brink of chaos. The landscape is a chaotic amalgamation of various environments and elements, reflecting the unstable nature of reality itself. Faefyr, now wielding the power of the Prism of Dreams, has caused the world to fracture into a surreal and nightmarish landscape where the boundaries between dream and reality blur. Mario and his allies face a series of challenges as they traverse through this fractured realm, confronting powerful adversaries and overcoming impossible obstacles. The environment is a constantly shifting chaos of broken realities, where familiar landscapes blend with surreal distortions. The battle against Faefyr is intense and requires Mario and his team to use every skill and ability they’ve acquired throughout their journey. The clash with Faefyr is a test of their resolve and unity, as they face the ultimate challenge of restoring balance to the shattered world. The conflict culminates in a dramatic showdown where Faefyr’s power threatens to consume everything. Despite their valiant efforts, Faefyr is seeminging invincible. But then the reformed Shadow Queen, or rather, Isolde, now a crucial ally, struggles alone with Faefyr, inspired by Peach. In the skirmish, The Prism of Dreams shatters, unleashing a wave of energy that engulfs the realm and sets the stage for the final chapter.
===Chapter 14: Reality’s End===
The shattered remnants of the Mushroom World and the Dream Realm merge into a surreal battleground known as Reality’s End. The landscape is a tumultuous swirl of fragmented environments, where elements from the jungle, tundra, caverns, and other realms collide and intertwine. Faefyr’s chaotic influence has torn the very fabric of reality, creating a constantly shifting and unstable terrain where the laws of physics and time no longer apply. As Mario and his allies traverse this nightmarish landscape, they witness a kaleidoscope of broken dreams and twisted memories. Floating islands drift aimlessly, landscapes fragment and recombine, and the sky is an ever-changing canvas of swirling colors and celestial phenomena.
Amidst this disordered realm, Mario must navigate through areas that constantly morph and twist, requiring him to adapt quickly to new hazards and puzzles. The terrain itself is a series of precarious platforms and shifting structures that challenge his platforming skills to their limits. The shattered Prism of Dreams lies at the center of this chaos, its power destabilizing the entire realm and creating dangerous anomalies that Mario must overcome.
The reformed Shadow Queen, Isolde, plays a crucial role in this chapter. Her newfound powers, which include the ability to manipulate light and shadow, help Mario in navigating the constantly changing environment. Isolde’s guidance is invaluable as she helps Mario decipher the chaotic distortions and navigate through areas that are otherwise inaccessible. Her role also extends to providing moral support, reminding Mario of the stakes and the importance of their mission.
As Mario and his team approach the heart of the shattered realm, they encounter remnants of Faefyr’s dark forces, including corrupted versions of familiar enemies and new, formidable adversaries born from the realm’s instability. These enemies are empowered by Faefyr’s chaotic energy and require all of Mario’s skills and teamwork to defeat. Each battle is a test of strategy and adaptability, reflecting the erratic nature of the fractured world.
The climax of the story is the epic final battle against Faefyr. The final boss fight takes place in a massive, ever-shifting arena that embodies the very essence of chaos. Faefyr, now wielding the fractured Prism’s power, has transformed into a monstrous entity of raw, chaotic energy. His form is a swirling amalgamation of dark and light, reality and illusion, making him a formidable and unpredictable foe. Faefyr’s attacks are a blend of devastating energy blasts, reality-warping effects, and illusions designed to disorient and overwhelm Mario.
The battle against Faefyr is multi-faceted. Initially, Mario must deal with Faefyr’s ability to manipulate the arena’s environment, creating hazards and altering the terrain to his advantage. The fight is marked by phases where Faefyr shifts between different elemental attacks—fire, ice, lightning, and more—corresponding to the various realms Mario has explored throughout his journey. Each phase requires Mario to adapt his strategy, using the abilities of his partners to counter Faefyr’s attacks and exploit his vulnerabilities.
As the battle progresses, Mario must also navigate through the shifting reality of the arena, where the landscape constantly changes and hazards emerge unpredictably. Isolde’s light manipulation powers become crucial in revealing the true nature of Faefyr’s attacks and providing Mario with the opportunities to strike back. The fight is intense and requires precise timing, strategic use of all partner abilities, and quick reflexes to overcome the myriad challenges Faefyr presents.
In the final moments of the battle, as Faefyr’s energy reaches its peak, Mario and his team must perform a coordinated assault to weaken Faefyr and ultimately shatter his form. The climax is a dramatic and visually stunning sequence, with reality itself seeming to crumble as Mario delivers the final blow. The fractured Prism of Dreams, once again restored to its proper state, is used to seal away Faefyr’s chaotic power and restore balance to the realm.
===Epilogue: A Dream Come True===
After Faefyr's final defeat, the chaotic energy unleashed by the Prism of Dreams begins to subside. With the combined power of the restored Prism and the Shards, Mario and his allies manage to stabilize reality, repairing the fractured realms and returning the Mushroom World to its natural state. The warped environments gradually return to normal, and peace is restored across the Luminal Kingdom and beyond. Realizing his ultimate plan has failed and that the forces of love, light and dreams have proven too strong, Faefyr, now weary and disillusioned, finally gives up his ambitions of conquest. In a moment of quiet resignation, he decides to leave the Mushroom World entirely, retreating to another dimension where he can start anew, far from the shadow of his former self. He quietly steps through a portal, his figure vanishing into the unknown.
Back in the Mushroom World, Mario and his friends reunite in celebration of their victory. Isolde, having fully redeemed herself, and all the new partners living new lives bid Mario a peaceful farewell, choosing to remain in the Luminal Kingdom to help rebuild and atone for her past. With Peach safely restored and the Prism of Dreams no longer a threat, life in the Mushroom World returns to normal. The final scene shows Mario, Peach, Luigi, and their allies standing together, looking out over a bright, harmonious future. The adventure is over, and the Mushroom World is safe once more.
However, in the post-credits scene, 5 days after the events of PoD, Mario notices a glow of another treasure, off in the distance. 
==Gameplay==
Action in the overworld works just like a normal Paper Mario game. Mario can walk around by moving the joycon around, and can run if ZL or ZR is held down. Mario can jump with the A button, and swing his hammer with the B button. Y allows Mario to access his item inventory; from here, he can use mushrooms or similar items to heal up or give him other effects. Pressing + or - opens Mario's menu, where he can equip badges, sort his party, or manage his weapons.
In contrast to other Paper Mario games, in Prism of Dreams, you can have up to three partners out in the field, and you have to, since most all the puzzles will require multiple abilities at once. You can map each partners' abilities to either R/L + A, R/L + B, or R/L + Y. Mario can also use healing items from his inventory to heal his partners up or recover partners who died in battle. Sorry, that was a little intense, I meant lost all their HP. Switching out partners is the same - pressing X and picking the desired partner to use.
===Battle===
The Prism of Dream’s battle system is nearly identical to that of the Original Paper Mario, with a few key differences. Mario and three party members are on an overworld battle screen where enemies initiate battles. The battle starts in Mario's favor when the player hits an enemy on the overworld, known as a first strike, and the battle progresses according to the enemy's type. To win, the player must eliminate all enemies on the opposite side, either by defeating them or making them run away. The game’s battlefield camera is on an elevated angle, allowing enemy placements to be 2D (They can be in rows, columns, patterns, or random). 
During battle, Mario and the partners take turns attacking, with the damage determined by the attack's power minus the target's defense rating. Mario can use hammer and jump attacks, which can be customized with Badges, which consume Flower Points (FP). Special moves, granted by the Shards, can also be used, but they consume Shard Energy (SE) and can have various effects.
Unlike the original Paper Mario, party members can have up to six attacks in their repertoire, with at least one free attack and others costing Flower Points. They draw from their own separate FP pools. Party members can only be used once at a time during battle, but can be swapped out for another one, using up a turn unless the Quick Change Badge is equipped.
Enemies attack after both Mario and his party member have taken their actions. Mario can time a button press to block an attack. The current turn ends, and the next one begins, with the player choosing Mario and his party member's actions.
Also, there’s no audience mechanic. 
===Dream Haven===
Instead of a town, the Dream Haven serves as the hub for Mario and Co, away from the disillusioned people. As they progress through the game, players have the opportunity to upgrade Dream Haven, unlocking new features, amenities, and customization options to enhance their gameplay experience. 
==== Training Center ====
The Training Centre serves as a crucial location where players can master all the abilities of Mario’s arsenal and his their partners. By engaging in various challenges and exercises, players can refine their skills with each partner/tool and unlock new levels of proficiency. Successfully mastering each partner/tool's abilities not only enhances gameplay but also rewards players with random, valuable prizes. These rewards can range from rare items to the strongest weapons in the game, providing an additional incentive for thorough exploration and practice. 
===Mario’s Stats===
 	Stat 	Initial Value	Min Value	Max Value	Function
Mr Mama Mia Himself	Level 	1 	1 	100 	Denotes Mario’s strength overall. With each new level, the player may increase HP, FP, or BP.
Mr Mama Mia Himself	Heart Points (HP) 	10 	0 	200 	Denote Mario's health. If they reach zero, the game is over.
Mr Mama Mia Himself	Defense Points (DP)	0 	0 	20 	Allows Mario to withstand more damage. You can’t choose it as a level up boost, but it does upgrade by 1 point every 5 levels.
Mr Mama Mia Himself	Flower Points (FP) 	5 	0 	100 	Allow Mario and his party members to perform more potent moves.
Mr Mama Mia Himself	Badge Points (BP) 	3 	0 	TBD 	Determine which and how many Badges Mario can equip.
Mr Mama Mia Himself	Shard Energy (SE) 	0 	0 	12 	Used to fuel Special Moves. Unavailable until the Green Shard has been rescued.
Mr Mama Mia Himself	Coins 	0 	0 	999999 	Dropped by enemies, found in ? Blocks and other places. They are used to purchase items.
Mr Mama Mia Himself	Star Points 	0 	0 	100 	Denote Mario's progress towards the next level. They are awarded after battles and collecting enough of them makes him level up. To make a more forgiving experience, enemies equal or below Mario’s level still give 1 Star Point, but they will not make as much an impact.
Mr Mama Mia Himself	Star Pieces 	0 	0 	300 	Can be found in hidden places or received from NPCs. Mario can exchange them for Badges.
Mr Mama Mia Himself	Playtime 	0:00 	0:00 	999:59 	Measures for how long the player has played the game. It has no effect on gameplay.
 
Upgrade 	Location 	Effect
Boots 	Available from the Start 	Allow Mario to use the jump command in battle. His jump attack deals 1 point of damage without attack modifiers and hits twice if timed correctly.
Hammer 	Haven Prison 	Allows Mario to perform a basic hammer attack that breaks small yellow blocks. His base hammer attack deals 1 point of damage (2 if timed correctly).
Bag of Rest 	Koopa Castle High 	Allows Mario to store his partners and swap them in the overworld and battle. Initially, you are stuck with Goolyde, Briar and Gustavo, but when Chuckles comes in, Mario physically can’t handle four on the overworld, hence the bag.
Spin Boots 	Mummina’s Temple 	Allow Mario to perform the Spin Dash. Spin Dash allows Mario to travel somewhat faster by spinning on his yaw and traveling in any direction. His jump attack goes up by one, making it 2 (4 if timed correctly)
Iron Hammer 	Luminous Labyrinth 	Allows Mario to break stone blocks as well as floor panels. His hammer attack goes up by one, making it 2 (4 if timed correctly)
Skater Boots 	Frostbite Tundra 	Allow Mario to skate on slippery surfaces, increasing traction. His jump attack goes up by one, making it 3 (7 if timed correctly)
Eekhammer 	Chronomonjaro 	Allows Mario to break metal blocks as well as shrink himself to fit through small spaces. His hammer attack goes up by one, making it 3 (7 if timed correctly)
Magnetic Boots 	Dubez Pao 	Allow Mario to walk on metal surfaces and ceilings. His jump attack goes up by two, making it 5 (10 if timed correctly)
Reflector Hammer	Sakura Sanctuary 	Allows Mario to break obsidian blocks as well as redirect overworld projectiles. His hammer attack goes up by two, making it 5 (10 if timed correctly)
Bounce Boots 	Megalipolis 	Allow Mario to do a Spring Jump, letting him grab onto pipes and bars he cannot normally reach. His jump attack goes up by three, making it 8 (16 if timed correctly)
Time Hammer 	Cosmic Crafts 	Allows Mario to break crystal blocks as well as briefly slow down or speed up time in a localized area, helping to bypass timed obstacles or manipulate objects that move too quickly .
His jump attack goes up by three, making it 8 (16 if timed correctly)
Astral Boots 	Dream Haven (finish all the Partner challenges)	Allow Mario to create gravity wells that attract or repel enemies and objects. These are the strongest boots in the game, dealing a whopping 15 base damage (30 if timed correctly)
Astral Hammer 	Dream Haven (finish all the Partner challenges)	Allows Mario to unleash a powerful beam of cosmic energy that pierces through enemies and obstacles, dealing critical damage and affecting enemies over a wide area. This is the strongest hammer in the game, dealing a whopping 15 base damage (30 if timed correctly)
==Characters ==
===Main and Side (besides Mario)===
Name and Image 	Role 	Description 	TBA
Pretty Pink Psychonaut 	Side Protag 	The royal of the Mushroom Kindgom, who brought Mario along to the treasure hunt, and of course was killed and cloned by Faefyr that night. But she does not dissapear from the rest of the game. Her consciousness reemerges in the Shadow Queen as good thoughts, then memories, then mental torment, then physical ghostly manifestations. She uncovers the Shadow Queen’s memories one by one in the interludes. 	
Pure Evil in White 	Villain 	The villain of this story. White of hair, black of heart. He has convinced the Shadow Queen to be his girlfriend. His desire for power stems from his past as a disgraced leader of an interstellar elf civilization in another universe. His thirst for power, fueled by his obsession with reclaiming his lost status and authority, drives him to pursue conquest and domination on an existential scale. By seeking to take over the multiverse, Faefyr aims to assert his dominance and control over all existence, ensuring that he will never again face the humiliation and shame of his past failures.	
Thousand Year Tragic Hero 	Tragic Villain (Eventually reformed)	Yes, The Shadow Queen has returned. Brought back from the Thousand Year Door, she was manipulated into a relationship with Faefyr. However, through Peach’s intrusion of her mind, she doesn’t do much villainy and spends most the entire game coming to terms with her past life, with the help of the princess. 	
Little Brother With a Big Heart	Side Protag 	Mario’s cowardly little brother. He helps - if accidentally - his big bro in his interludes. 	
Guardian of the Universe 	Side Protag 	The captain of the Observatory, mother to the Lumas, and creator of K-Raj Saga 	
Un-kawaii Rotten Turtle 	Antagonist 	Mario’s reptilian nemesis since 1985. 	
===Partners===
Partner 	Description 	Overworld Ability 	Battle Moves 	Chapter Obtained
Genius Guiding Goombrat 	A deadpan Goombrat travel guide who is the one of the only ones to trust Mario after his alleged crime. He was once a certified psychologist, which is where his knowledge of the dream enemies came from. After seeing the amount of mentally dangerous people there are in the world, Goolyde was disheartened and quit. He joins Mario after it became clear that our hero will stop at nothing to revive Peach and clear his name. (You won’t have him for Chapter 13, but I won’t spoil why yet) 	Tattle - Give Mario information about the surroundings or of characters 	0 FP - Headbonk (Jumps up and slams his head on an enemy. Does not work on spiked or lava enemies.) 	Prologue: New Super Convict Bros
Genius Guiding Goombrat 	A deadpan Goombrat travel guide who is the one of the only ones to trust Mario after his alleged crime. He was once a certified psychologist, which is where his knowledge of the dream enemies came from. After seeing the amount of mentally dangerous people there are in the world, Goolyde was disheartened and quit. He joins Mario after it became clear that our hero will stop at nothing to revive Peach and clear his name. (You won’t have him for Chapter 13, but I won’t spoil why yet) 	Tattle - Give Mario information about the surroundings or of characters 	0 FP - Tattle (Reveals the stats of an enemy.) 	Prologue: New Super Convict Bros
Genius Guiding Goombrat 	A deadpan Goombrat travel guide who is the one of the only ones to trust Mario after his alleged crime. He was once a certified psychologist, which is where his knowledge of the dream enemies came from. After seeing the amount of mentally dangerous people there are in the world, Goolyde was disheartened and quit. He joins Mario after it became clear that our hero will stop at nothing to revive Peach and clear his name. (You won’t have him for Chapter 13, but I won’t spoil why yet) 	Tattle - Give Mario information about the surroundings or of characters 	2 FP - Multi-Bonk (Slams his head on an enemy multiple times. Unlike in past games, this can only be done up to ten times to avoid it being overpowered. Does not work on spiked or lava enemies.) 	Prologue: New Super Convict Bros
Genius Guiding Goombrat 	A deadpan Goombrat travel guide who is the one of the only ones to trust Mario after his alleged crime. He was once a certified psychologist, which is where his knowledge of the dream enemies came from. After seeing the amount of mentally dangerous people there are in the world, Goolyde was disheartened and quit. He joins Mario after it became clear that our hero will stop at nothing to revive Peach and clear his name. (You won’t have him for Chapter 13, but I won’t spoil why yet) 	Tattle - Give Mario information about the surroundings or of characters 	3 FP - Snapshot (If done successfully, he uses his camera to flash an enemy's eyes and blind it for a few turns.) 	Prologue: New Super Convict Bros
Genius Guiding Goombrat 	A deadpan Goombrat travel guide who is the one of the only ones to trust Mario after his alleged crime. He was once a certified psychologist, which is where his knowledge of the dream enemies came from. After seeing the amount of mentally dangerous people there are in the world, Goolyde was disheartened and quit. He joins Mario after it became clear that our hero will stop at nothing to revive Peach and clear his name. (You won’t have him for Chapter 13, but I won’t spoil why yet) 	Tattle - Give Mario information about the surroundings or of characters 	4 FP - Line Bonk (Slams his head on each enemy in the row going down. Does not work on spiked or lava enemies.) 	Prologue: New Super Convict Bros
Genius Guiding Goombrat 	A deadpan Goombrat travel guide who is the one of the only ones to trust Mario after his alleged crime. He was once a certified psychologist, which is where his knowledge of the dream enemies came from. After seeing the amount of mentally dangerous people there are in the world, Goolyde was disheartened and quit. He joins Mario after it became clear that our hero will stop at nothing to revive Peach and clear his name. (You won’t have him for Chapter 13, but I won’t spoil why yet) 	Tattle - Give Mario information about the surroundings or of characters 	6 FP - Dive Bonk (Holds his attack for a moment, then slams his head on an enemy in one powerful dive. The better the action command is performed, the more damage it deals. Does not work on spiked or lava enemies.) 	Prologue: New Super Convict Bros
Spikeless Sweetheart 	A sweetheart Bramball who is an outcast among her tribe for her non-aggressive nature. She defends Mario as her people try to turn him in. She then joins him after his situation is explained, wishing to see worlds beyond the jungle. 	Fruity Roll - Retract her legs to be a ball for Mario to roll on, allowing them to traverse spiky or rough environments 	0 FP - Stomp (Stomps an enemy with her long legs. Does not work on spiked or lava enemies.) 	Chapter 1: Jungle Juxtaposition
Spikeless Sweetheart 	A sweetheart Bramball who is an outcast among her tribe for her non-aggressive nature. She defends Mario as her people try to turn him in. She then joins him after his situation is explained, wishing to see worlds beyond the jungle. 	Fruity Roll - Retract her legs to be a ball for Mario to roll on, allowing them to traverse spiky or rough environments 	2 FP - Stretch (Stretches herself upward, placing her body in the sky. Land-based enemies will have to attack her legs, which will only deal 1 damage to her, regardless of the attack.) 	Chapter 1: Jungle Juxtaposition
Spikeless Sweetheart 	A sweetheart Bramball who is an outcast among her tribe for her non-aggressive nature. She defends Mario as her people try to turn him in. She then joins him after his situation is explained, wishing to see worlds beyond the jungle. 	Fruity Roll - Retract her legs to be a ball for Mario to roll on, allowing them to traverse spiky or rough environments 	4 FP - Rollout (Retracts her legs to be in her ball form, and rolls into every enemy in line. However, she may become dizzy after using this attack.) 	Chapter 1: Jungle Juxtaposition
Spikeless Sweetheart 	A sweetheart Bramball who is an outcast among her tribe for her non-aggressive nature. She defends Mario as her people try to turn him in. She then joins him after his situation is explained, wishing to see worlds beyond the jungle. 	Fruity Roll - Retract her legs to be a ball for Mario to roll on, allowing them to traverse spiky or rough environments 	5 FP - Flip (Uses her legs to flip an enemy onto another, damaging both. If the second enemy is a spiked or lava enemy, only the first enemy will take damage.) 	Chapter 1: Jungle Juxtaposition
Spikeless Sweetheart 	A sweetheart Bramball who is an outcast among her tribe for her non-aggressive nature. She defends Mario as her people try to turn him in. She then joins him after his situation is explained, wishing to see worlds beyond the jungle. 	Fruity Roll - Retract her legs to be a ball for Mario to roll on, allowing them to traverse spiky or rough environments 	6 FP - Jungle Aroma (If done successfully, she fills the stage with a sweet scent, lowering enemy attack power for a few turns.) 	Chapter 1: Jungle Juxtaposition
Spikeless Sweetheart 	A sweetheart Bramball who is an outcast among her tribe for her non-aggressive nature. She defends Mario as her people try to turn him in. She then joins him after his situation is explained, wishing to see worlds beyond the jungle. 	Fruity Roll - Retract her legs to be a ball for Mario to roll on, allowing them to traverse spiky or rough environments 	9 FP - Root Trap (If done successfully, she will trap the enemies in tree roots, making them unable to move for one turn.) 	Chapter 1: Jungle Juxtaposition
Wind of a Thousand Colors 	A troubled Gusty who struggles with controlling his multiple split personalities. His color changes to match the current personality in control, with white being “the real him". He joins Mario as tribute for busting him out of his cage. Briar has a crush on him, as she thinks he’s full of surprises. 	Gust Climb - Split his personalities into separate Gustavos as makeshift bridges and staircases to reach higher and farther places. 	0 FP - Sky Dive (Strikes an enemy from above, regardless of position. Does not work on spiked, fire or ice enemies.) 	Chapter 1: Jungle Juxtaposition
Wind of a Thousand Colors 	A troubled Gusty who struggles with controlling his multiple split personalities. His color changes to match the current personality in control, with white being “the real him". He joins Mario as tribute for busting him out of his cage. Briar has a crush on him, as she thinks he’s full of surprises. 	Gust Climb - Split his personalities into separate Gustavos as makeshift bridges and staircases to reach higher and farther places. 	5 FP - Whirlwind Dance (Slightly increase Mario or a partner’s evasiveness for a few turns, making enemies more likely to miss.) 	Chapter 1: Jungle Juxtaposition
Wind of a Thousand Colors 	A troubled Gusty who struggles with controlling his multiple split personalities. His color changes to match the current personality in control, with white being “the real him". He joins Mario as tribute for busting him out of his cage. Briar has a crush on him, as she thinks he’s full of surprises. 	Gust Climb - Split his personalities into separate Gustavos as makeshift bridges and staircases to reach higher and farther places. 	6 FP - Tempest (Conjures a miniature tornado and launches it at a single enemy, potentially inflicting a status ailment such as confusion or dizziness.) 	Chapter 1: Jungle Juxtaposition
Wind of a Thousand Colors 	A troubled Gusty who struggles with controlling his multiple split personalities. His color changes to match the current personality in control, with white being “the real him". He joins Mario as tribute for busting him out of his cage. Briar has a crush on him, as she thinks he’s full of surprises. 	Gust Climb - Split his personalities into separate Gustavos as makeshift bridges and staircases to reach higher and farther places. 	10 FP - Zephyr Shield (Creates a protective barrier of swirling winds around himself and his allies, reducing incoming damage for a limited time. This move provides valuable defense against enemy attacks.) 	Chapter 1: Jungle Juxtaposition
Wind of a Thousand Colors 	A troubled Gusty who struggles with controlling his multiple split personalities. His color changes to match the current personality in control, with white being “the real him". He joins Mario as tribute for busting him out of his cage. Briar has a crush on him, as she thinks he’s full of surprises. 	Gust Climb - Split his personalities into separate Gustavos as makeshift bridges and staircases to reach higher and farther places. 	14 FP - Tailwind (Creates a strong gust of wind from behind him, giving the chance to blow enemies away from battle. The weaker an enemy is, the more likely it is to be blown away.) 	Chapter 1: Jungle Juxtaposition
Wind of a Thousand Colors 	A troubled Gusty who struggles with controlling his multiple split personalities. His color changes to match the current personality in control, with white being “the real him". He joins Mario as tribute for busting him out of his cage. Briar has a crush on him, as she thinks he’s full of surprises. 	Gust Climb - Split his personalities into separate Gustavos as makeshift bridges and staircases to reach higher and farther places. 	19 FP - Mega Cyclone (Using all of his split personalities, he spins around and creates a gigantic tornado that hits all enemies, with a high chance of making them dizzy in the process.) 	Chapter 1: Jungle Juxtaposition
Redemption-Seeking Athlete 	A heartbroken Charging Chuck who lost his sense of worth after his ex cheated on him, costing him a game and his school’s adoration. He joins Mario in the hopes of gaining a new purpose. 	Charge Dash - Perform a powerful sprinting charge, breaking through barriers, knocking down obstacles, and clearing paths for Mario and the party. 	0 FP - Go Long! (Throws a football at the front enemy. The football has a chance of bouncing off and hitting other enemies depending on how well the action commands is performed.) 	Chapter 2: Class-trophy Dismissed
Redemption-Seeking Athlete 	A heartbroken Charging Chuck who lost his sense of worth after his ex cheated on him, costing him a game and his school’s adoration. He joins Mario in the hopes of gaining a new purpose. 	Charge Dash - Perform a powerful sprinting charge, breaking through barriers, knocking down obstacles, and clearing paths for Mario and the party. 	4 FP - Defensive Position (Walks in front of Mario, taking any damage for him during the enemy's turn. While in this position, his defense is slightly raised.) 	Chapter 2: Class-trophy Dismissed
Redemption-Seeking Athlete 	A heartbroken Charging Chuck who lost his sense of worth after his ex cheated on him, costing him a game and his school’s adoration. He joins Mario in the hopes of gaining a new purpose. 	Charge Dash - Perform a powerful sprinting charge, breaking through barriers, knocking down obstacles, and clearing paths for Mario and the party. 	8 FP - Tackle (Dashes into an enemy. If an enemy has higher defense than his attack, he will, after performing his attack, take damage equal to the enemy's defense minus his attack.) 	Chapter 2: Class-trophy Dismissed
Redemption-Seeking Athlete 	A heartbroken Charging Chuck who lost his sense of worth after his ex cheated on him, costing him a game and his school’s adoration. He joins Mario in the hopes of gaining a new purpose. 	Charge Dash - Perform a powerful sprinting charge, breaking through barriers, knocking down obstacles, and clearing paths for Mario and the party. 	9 FP - Motivational Speech (If done successfully, Mario and his partners will gain a minor boost in attack and defense power for a few turns.) 	Chapter 2: Class-trophy Dismissed
Redemption-Seeking Athlete 	A heartbroken Charging Chuck who lost his sense of worth after his ex cheated on him, costing him a game and his school’s adoration. He joins Mario in the hopes of gaining a new purpose. 	Charge Dash - Perform a powerful sprinting charge, breaking through barriers, knocking down obstacles, and clearing paths for Mario and the party. 	15 FP - Touchdown (Jumps up and slams a football on an enemy. Depending on how well the action command is performed, this may create a shockwave that hits other enemies.) 	Chapter 2: Class-trophy Dismissed
Redemption-Seeking Athlete 	A heartbroken Charging Chuck who lost his sense of worth after his ex cheated on him, costing him a game and his school’s adoration. He joins Mario in the hopes of gaining a new purpose. 	Charge Dash - Perform a powerful sprinting charge, breaking through barriers, knocking down obstacles, and clearing paths for Mario and the party. 	17 FP - Showboat (If done successfully, he will boost the max FP Pool by +15 temporarily.) 	Chapter 2: Class-trophy Dismissed
Blazing Broom Rider 	A crazed Magikoopa with an affinity for fire magic. As a young apprentice, Ignis showed exceptional talent and ambition, eager to prove himself and rise through the ranks of his order. However, his insatiable desire for power and recognition led him down a dangerous path. Along the way, he crossed paths with Mario and his companions, offering his fiery abilities in the hope of atoning for his past transgressions and finding a new purpose in life. Unfortunately, he’ll never not be a pyro. 	Heatwave - Act as a source of heat to light candles or wires. 	0 FP - Ember (Launches a fireball at an enemy with the chance of burning it. Effective against ice and plant enemies, but deals less damage to fire enemies and heals lava enemies.) 	Chapter 3: Mummina’s Mystery
Blazing Broom Rider 	A crazed Magikoopa with an affinity for fire magic. As a young apprentice, Ignis showed exceptional talent and ambition, eager to prove himself and rise through the ranks of his order. However, his insatiable desire for power and recognition led him down a dangerous path. Along the way, he crossed paths with Mario and his companions, offering his fiery abilities in the hope of atoning for his past transgressions and finding a new purpose in life. Unfortunately, he’ll never not be a pyro. 	Heatwave - Act as a source of heat to light candles or wires. 	3 FP - Ash Cloud (Summons a cloud of ash and throws it onto an enemy, blinding it for a few turns.) 	Chapter 3: Mummina’s Mystery
Blazing Broom Rider 	A crazed Magikoopa with an affinity for fire magic. As a young apprentice, Ignis showed exceptional talent and ambition, eager to prove himself and rise through the ranks of his order. However, his insatiable desire for power and recognition led him down a dangerous path. Along the way, he crossed paths with Mario and his companions, offering his fiery abilities in the hope of atoning for his past transgressions and finding a new purpose in life. Unfortunately, he’ll never not be a pyro. 	Heatwave - Act as a source of heat to light candles or wires. 	8 FP - Whirling Flames (Summons a vortex of flames which hits all enemies 3 times for small damage. Effective against ice and plant enemies, but deals less damage to fire enemies and heals lava enemies.) 	Chapter 3: Mummina’s Mystery
Blazing Broom Rider 	A crazed Magikoopa with an affinity for fire magic. As a young apprentice, Ignis showed exceptional talent and ambition, eager to prove himself and rise through the ranks of his order. However, his insatiable desire for power and recognition led him down a dangerous path. Along the way, he crossed paths with Mario and his companions, offering his fiery abilities in the hope of atoning for his past transgressions and finding a new purpose in life. Unfortunately, he’ll never not be a pyro. 	Heatwave - Act as a source of heat to light candles or wires. 	9 FP - Fired Up (Casts a fire spell on the other partners, giving them a +2 boost to attack.) 	Chapter 3: Mummina’s Mystery
Blazing Broom Rider 	A crazed Magikoopa with an affinity for fire magic. As a young apprentice, Ignis showed exceptional talent and ambition, eager to prove himself and rise through the ranks of his order. However, his insatiable desire for power and recognition led him down a dangerous path. Along the way, he crossed paths with Mario and his companions, offering his fiery abilities in the hope of atoning for his past transgressions and finding a new purpose in life. Unfortunately, he’ll never not be a pyro. 	Heatwave - Act as a source of heat to light candles or wires. 	13 FP - Heat Absorption (Absorbs all heat in the area into his wand, increasing his attack power until he uses another offensive move. If there are any fire enemies on the field, their attacks will be temporarily lowered.) 	Chapter 3: Mummina’s Mystery
Blazing Broom Rider 	A crazed Magikoopa with an affinity for fire magic. As a young apprentice, Ignis showed exceptional talent and ambition, eager to prove himself and rise through the ranks of his order. However, his insatiable desire for power and recognition led him down a dangerous path. Along the way, he crossed paths with Mario and his companions, offering his fiery abilities in the hope of atoning for his past transgressions and finding a new purpose in life. Unfortunately, he’ll never not be a pyro. 	Heatwave - Act as a source of heat to light candles or wires. 	18 FP - Wildfire (Creates a giant inferno on the enemy side, dealing large damage with the chance of burning enemies. Effective against ice and plant enemies, but deals less damage to fire enemies and heals lava enemies.) 	Chapter 3: Mummina’s Mystery
Descendant of Wrappings 	A mischievous former leader of the Mumsies whose wrappings hide a mysterious and ancient entity, sealed away long ago by her ancestors for reasons lost to time. Millennia of being locked away really did her mind in. She joins Mario to take back her temple from Kolorado and to see how the world has changed since she was gone. 	Whip Wrap - Use her loose wrapping as a whip in order to hit objects from far away as well as grab items to bring back to Mario. 	0 FP - Wrap Attack (Uses her loose wrapping to whip an enemy.) 	Chapter 3: Mummina’s Mystery
Descendant of Wrappings 	A mischievous former leader of the Mumsies whose wrappings hide a mysterious and ancient entity, sealed away long ago by her ancestors for reasons lost to time. Millennia of being locked away really did her mind in. She joins Mario to take back her temple from Kolorado and to see how the world has changed since she was gone. 	Whip Wrap - Use her loose wrapping as a whip in order to hit objects from far away as well as grab items to bring back to Mario. 	TBA 	Chapter 3: Mummina’s Mystery
Descendant of Wrappings 	A mischievous former leader of the Mumsies whose wrappings hide a mysterious and ancient entity, sealed away long ago by her ancestors for reasons lost to time. Millennia of being locked away really did her mind in. She joins Mario to take back her temple from Kolorado and to see how the world has changed since she was gone. 	Whip Wrap - Use her loose wrapping as a whip in order to hit objects from far away as well as grab items to bring back to Mario. 	4 FP - That's A Wrap (Traps an enemy in bandages. This will prevent it from moving for a few turns, but it also increases its defense by 1.) 	Chapter 3: Mummina’s Mystery
Descendant of Wrappings 	A mischievous former leader of the Mumsies whose wrappings hide a mysterious and ancient entity, sealed away long ago by her ancestors for reasons lost to time. Millennia of being locked away really did her mind in. She joins Mario to take back her temple from Kolorado and to see how the world has changed since she was gone. 	Whip Wrap - Use her loose wrapping as a whip in order to hit objects from far away as well as grab items to bring back to Mario. 	TBA 	Chapter 3: Mummina’s Mystery
Descendant of Wrappings 	A mischievous former leader of the Mumsies whose wrappings hide a mysterious and ancient entity, sealed away long ago by her ancestors for reasons lost to time. Millennia of being locked away really did her mind in. She joins Mario to take back her temple from Kolorado and to see how the world has changed since she was gone. 	Whip Wrap - Use her loose wrapping as a whip in order to hit objects from far away as well as grab items to bring back to Mario. 	TBA 	Chapter 3: Mummina’s Mystery
Descendant of Wrappings 	A mischievous former leader of the Mumsies whose wrappings hide a mysterious and ancient entity, sealed away long ago by her ancestors for reasons lost to time. Millennia of being locked away really did her mind in. She joins Mario to take back her temple from Kolorado and to see how the world has changed since she was gone. 	Whip Wrap - Use her loose wrapping as a whip in order to hit objects from far away as well as grab items to bring back to Mario. 	16 FP - Lashout (Uses many lose bandages to rapidly strike all enemies, slightly bypassing defense.) 	Chapter 3: Mummina’s Mystery
Youthful Clockwork Prodigy 	An intelligent Texan Clockid who’s having an identity crisis after being separated from his friends. He was a major engineer for the machines of in the Luminous Labyrinth as it was the only outlet for his mechanical prowess at the time of his arrival. He joins Mario thinking that the journey will add some excitement to his life. 	Engine-nuity - Repair broken machinery or hack into electronic systems. 	0 FP - Drag Down (Grabs the enemy in a lasso, dragging them to the ground.) 	Chapter 4: Through the Neon Caverns
Youthful Clockwork Prodigy 	An intelligent Texan Clockid who’s having an identity crisis after being separated from his friends. He was a major engineer for the machines of in the Luminous Labyrinth as it was the only outlet for his mechanical prowess at the time of his arrival. He joins Mario thinking that the journey will add some excitement to his life. 	Engine-nuity - Repair broken machinery or hack into electronic systems. 	2 FP - Dynamite (Throws a stick of dynamite at the enemy, 10% of dizzy.) 	Chapter 4: Through the Neon Caverns
Youthful Clockwork Prodigy 	An intelligent Texan Clockid who’s having an identity crisis after being separated from his friends. He was a major engineer for the machines of in the Luminous Labyrinth as it was the only outlet for his mechanical prowess at the time of his arrival. He joins Mario thinking that the journey will add some excitement to his life. 	Engine-nuity - Repair broken machinery or hack into electronic systems. 	5 FP - Hogtie (Traps an enemy in his lasso, preventing them from moving for as long as the move is used. However, while doing this, he cannot attack; selecting any other move will untrap the enemy.) 	Chapter 4: Through the Neon Caverns
Youthful Clockwork Prodigy 	An intelligent Texan Clockid who’s having an identity crisis after being separated from his friends. He was a major engineer for the machines of in the Luminous Labyrinth as it was the only outlet for his mechanical prowess at the time of his arrival. He joins Mario thinking that the journey will add some excitement to his life. 	Engine-nuity - Repair broken machinery or hack into electronic systems. 	9 FP - Turret (Quickly builds a turret that targets a random enemy and fires at it, dealing moderate to heavy damage. However, he cannot use another action while the turret is still on the field. The turret will break if it takes enough damage.) 	Chapter 4: Through the Neon Caverns
Youthful Clockwork Prodigy 	An intelligent Texan Clockid who’s having an identity crisis after being separated from his friends. He was a major engineer for the machines of in the Luminous Labyrinth as it was the only outlet for his mechanical prowess at the time of his arrival. He joins Mario thinking that the journey will add some excitement to his life. 	Engine-nuity - Repair broken machinery or hack into electronic systems. 	TBA 	Chapter 4: Through the Neon Caverns
Youthful Clockwork Prodigy 	An intelligent Texan Clockid who’s having an identity crisis after being separated from his friends. He was a major engineer for the machines of in the Luminous Labyrinth as it was the only outlet for his mechanical prowess at the time of his arrival. He joins Mario thinking that the journey will add some excitement to his life. 	Engine-nuity - Repair broken machinery or hack into electronic systems. 	20 FP - Big Bang (Throws a giant bundle of explosives at the enemies, creating a huge explosive that deals heavy damage. However, it will also hurt him and his teammates a little.) 	Chapter 4: Through the Neon Caverns
Moonlit and Amnesic 	A reclusive Ghost whose past is shrouded in mystery, with fragments of memories scattered across the ghostly realm. They were once a denizen of the spectral world, drifting through the shadows and lingering in forgotten corners. However, an encounter with Luigi and his Poltergust changed Luna's fate, leading them to join Mario on a journey of self-discovery and redemption. 	Spectral Phase - Turn Mario into a ghost, allowing him to pass through semisolids like bars or wire. 	TBA 	Chapter 5: Deja Boo
Moonlit and Amnesic 	A reclusive Ghost whose past is shrouded in mystery, with fragments of memories scattered across the ghostly realm. They were once a denizen of the spectral world, drifting through the shadows and lingering in forgotten corners. However, an encounter with Luigi and his Poltergust changed Luna's fate, leading them to join Mario on a journey of self-discovery and redemption. 	Spectral Phase - Turn Mario into a ghost, allowing him to pass through semisolids like bars or wire. 	TBA 	Chapter 5: Deja Boo
Moonlit and Amnesic 	A reclusive Ghost whose past is shrouded in mystery, with fragments of memories scattered across the ghostly realm. They were once a denizen of the spectral world, drifting through the shadows and lingering in forgotten corners. However, an encounter with Luigi and his Poltergust changed Luna's fate, leading them to join Mario on a journey of self-discovery and redemption. 	Spectral Phase - Turn Mario into a ghost, allowing him to pass through semisolids like bars or wire. 	5 FP - Conceal (Makes Mario invisible for one turn, making him untargetable by enemies. Next turn, they will not be able to act.) 	Chapter 5: Deja Boo
Moonlit and Amnesic 	A reclusive Ghost whose past is shrouded in mystery, with fragments of memories scattered across the ghostly realm. They were once a denizen of the spectral world, drifting through the shadows and lingering in forgotten corners. However, an encounter with Luigi and his Poltergust changed Luna's fate, leading them to join Mario on a journey of self-discovery and redemption. 	Spectral Phase - Turn Mario into a ghost, allowing him to pass through semisolids like bars or wire. 	9 FP - Frighten (Spooks enemies with the chance of causing them to flee from battle.) 	Chapter 5: Deja Boo
Moonlit and Amnesic 	A reclusive Ghost whose past is shrouded in mystery, with fragments of memories scattered across the ghostly realm. They were once a denizen of the spectral world, drifting through the shadows and lingering in forgotten corners. However, an encounter with Luigi and his Poltergust changed Luna's fate, leading them to join Mario on a journey of self-discovery and redemption. 	Spectral Phase - Turn Mario into a ghost, allowing him to pass through semisolids like bars or wire. 	13 FP - Spectral Mist (If done successfully, they fill the arena with a layer of mist, increasing the odds of enemy attacks missing.) 	Chapter 5: Deja Boo
Moonlit and Amnesic 	A reclusive Ghost whose past is shrouded in mystery, with fragments of memories scattered across the ghostly realm. They were once a denizen of the spectral world, drifting through the shadows and lingering in forgotten corners. However, an encounter with Luigi and his Poltergust changed Luna's fate, leading them to join Mario on a journey of self-discovery and redemption. 	Spectral Phase - Turn Mario into a ghost, allowing him to pass through semisolids like bars or wire. 	1-3 FP - Clock of Destiny (Summons a giant clock. Depending on how much FP is used, the clock will tick forward. Once the clock reaches 12, all enemies will receive massive damage.) 	Chapter 5: Deja Boo
Jolly Happy Soul 	A friendly Snowman who was brought to life by a magical spell gone awry. Despite his initial confusion about his newfound existence, Frosty is eager to help Mario and his companions on their journey through the icy tundra. 	Chill Aura - Act as a source of cold to freeze objects. 	0 FP - Snow Roller (Summons a tiny snowball that he rolls at an enemy, getting bigger as it continues rolling. The farther away the targeted enemy is, the more damage it deals.) 	Chapter 6: Slip, Slap and Slide
Jolly Happy Soul 	A friendly Snowman who was brought to life by a magical spell gone awry. Despite his initial confusion about his newfound existence, Frosty is eager to help Mario and his companions on their journey through the icy tundra. 	Chill Aura - Act as a source of cold to freeze objects. 	3 FP - Cooling Wind (If done successfully, he sends out a cool breeze that weakens fire enemies, but can heal ice enemies.) 	Chapter 6: Slip, Slap and Slide
Jolly Happy Soul 	A friendly Snowman who was brought to life by a magical spell gone awry. Despite his initial confusion about his newfound existence, Frosty is eager to help Mario and his companions on their journey through the icy tundra. 	Chill Aura - Act as a source of cold to freeze objects. 	8 FP - Chill Out (Freezes one of his allies in a protective block of ice. The frozen ally will only take 1 damage from all enemy attacks, but will not be able to act until they thaw. The ice will be destroyed if hit by a fire attack.) 	Chapter 6: Slip, Slap and Slide
Jolly Happy Soul 	A friendly Snowman who was brought to life by a magical spell gone awry. Despite his initial confusion about his newfound existence, Frosty is eager to help Mario and his companions on their journey through the icy tundra. 	Chill Aura - Act as a source of cold to freeze objects. 	10 FP - Snowball Fight (Continuously throws snowballs at an enemy. This can be done up to twelve times, depending on how well the action command is performed.) 	Chapter 6: Slip, Slap and Slide
Jolly Happy Soul 	A friendly Snowman who was brought to life by a magical spell gone awry. Despite his initial confusion about his newfound existence, Frosty is eager to help Mario and his companions on their journey through the icy tundra. 	Chill Aura - Act as a source of cold to freeze objects. 	14 FP - Frigid Forcefield (Creates an icy field around himself. During the battle phase, if an enemy attacks him directly, they will be frozen.) 	Chapter 6: Slip, Slap and Slide
Jolly Happy Soul 	A friendly Snowman who was brought to life by a magical spell gone awry. Despite his initial confusion about his newfound existence, Frosty is eager to help Mario and his companions on their journey through the icy tundra. 	Chill Aura - Act as a source of cold to freeze objects. 	19 FP - Blizzard (If done successfully, he summons a snowstorm that deals damage to enemies over time. The blizzard disappears after four turns.) 	Chapter 6: Slip, Slap and Slide
Insistent Imposter 	A crotchety Snifit who firmly believes that he is a cursed Toad due to having his memories swapped with one. The past he remembers was one of a baker. He joins Mario in hopes of finding his curser. 	Toad's Intuition - Tap into his subconscious to pinpoint hidden pathways or treasures otherwise invisible. 	0 FP - Snif Shot (Fires up to three cannonballs at an enemy.) 	Chapter 7: Gears and Gyros of Heat
Insistent Imposter 	A crotchety Snifit who firmly believes that he is a cursed Toad due to having his memories swapped with one. The past he remembers was one of a baker. He joins Mario in hopes of finding his curser. 	Toad's Intuition - Tap into his subconscious to pinpoint hidden pathways or treasures otherwise invisible. 	TBA 	Chapter 7: Gears and Gyros of Heat
Insistent Imposter 	A crotchety Snifit who firmly believes that he is a cursed Toad due to having his memories swapped with one. The past he remembers was one of a baker. He joins Mario in hopes of finding his curser. 	Toad's Intuition - Tap into his subconscious to pinpoint hidden pathways or treasures otherwise invisible. 	TBA 	Chapter 7: Gears and Gyros of Heat
Insistent Imposter 	A crotchety Snifit who firmly believes that he is a cursed Toad due to having his memories swapped with one. The past he remembers was one of a baker. He joins Mario in hopes of finding his curser. 	Toad's Intuition - Tap into his subconscious to pinpoint hidden pathways or treasures otherwise invisible. 	TBA 	Chapter 7: Gears and Gyros of Heat
Insistent Imposter 	A crotchety Snifit who firmly believes that he is a cursed Toad due to having his memories swapped with one. The past he remembers was one of a baker. He joins Mario in hopes of finding his curser. 	Toad's Intuition - Tap into his subconscious to pinpoint hidden pathways or treasures otherwise invisible. 	TBA 	Chapter 7: Gears and Gyros of Heat
Insistent Imposter 	A crotchety Snifit who firmly believes that he is a cursed Toad due to having his memories swapped with one. The past he remembers was one of a baker. He joins Mario in hopes of finding his curser. 	Toad's Intuition - Tap into his subconscious to pinpoint hidden pathways or treasures otherwise invisible. 	TBA 	Chapter 7: Gears and Gyros of Heat
Flash-Lighting Lady 	An energetic Lil’ Sparky who was one of Mario’s old partners. Now a little more grown up, she seeks to understand her place in the world and the significance of her existence. 	Spark Light - Emit a radiant light that illuminates dark areas, as will as being a source of electricity. 	TBA 	Chapter 7: Gears and Gyros of Heat
Flash-Lighting Lady 	An energetic Lil’ Sparky who was one of Mario’s old partners. Now a little more grown up, she seeks to understand her place in the world and the significance of her existence. 	Spark Light - Emit a radiant light that illuminates dark areas, as will as being a source of electricity. 	TBA 	Chapter 7: Gears and Gyros of Heat
Flash-Lighting Lady 	An energetic Lil’ Sparky who was one of Mario’s old partners. Now a little more grown up, she seeks to understand her place in the world and the significance of her existence. 	Spark Light - Emit a radiant light that illuminates dark areas, as will as being a source of electricity. 	TBA 	Chapter 7: Gears and Gyros of Heat
Flash-Lighting Lady 	An energetic Lil’ Sparky who was one of Mario’s old partners. Now a little more grown up, she seeks to understand her place in the world and the significance of her existence. 	Spark Light - Emit a radiant light that illuminates dark areas, as will as being a source of electricity. 	TBA 	Chapter 7: Gears and Gyros of Heat
Flash-Lighting Lady 	An energetic Lil’ Sparky who was one of Mario’s old partners. Now a little more grown up, she seeks to understand her place in the world and the significance of her existence. 	Spark Light - Emit a radiant light that illuminates dark areas, as will as being a source of electricity. 	TBA 	Chapter 7: Gears and Gyros of Heat
Flash-Lighting Lady 	An energetic Lil’ Sparky who was one of Mario’s old partners. Now a little more grown up, she seeks to understand her place in the world and the significance of her existence. 	Spark Light - Emit a radiant light that illuminates dark areas, as will as being a source of electricity. 	TBA 	Chapter 7: Gears and Gyros of Heat
Jumbling Jellyfish 	A fearless Jam O’ War from an in-universe video game akin to Mass Effect (a video game created by Lumas in the Comet Observatory, based on the story of the real K-Raj). She requests Mario's assistance to find the portal to her dimension to stop Bowser who has taken over her home city. She initially has trouble with the revelation that she is a video game character. As her video game is an action-RPG, she is weirded out at the turn-based battle system she has to endure in this game. While she was originally purple and blue, her colors inverted as she came out of the game, turning into green and orange.	Gravikinesis - Manipulate gravity, making objects fall towards the wall or ceilings 	0 FP - Bubble Grenade (An attack that hits all enemies. Pierces defense.) 	Chapter 8: Scrape the Stars
Jumbling Jellyfish 	A fearless Jam O’ War from an in-universe video game akin to Mass Effect (a video game created by Lumas in the Comet Observatory, based on the story of the real K-Raj). She requests Mario's assistance to find the portal to her dimension to stop Bowser who has taken over her home city. She initially has trouble with the revelation that she is a video game character. As her video game is an action-RPG, she is weirded out at the turn-based battle system she has to endure in this game. While she was originally purple and blue, her colors inverted as she came out of the game, turning into green and orange.	Gravikinesis - Manipulate gravity, making objects fall towards the wall or ceilings 	3 FP - Gravity Bubble (Lifts an enemy, trapping them into a bubble, forcing them not to act (but also making them untargetable for the turn), and launching them next turn for dark-based damage. If there is more than one enemy, you can choose both which enemy to grab and the enemy to launch them against, inflicting damage to both enemies.) 	Chapter 8: Scrape the Stars
Jumbling Jellyfish 	A fearless Jam O’ War from an in-universe video game akin to Mass Effect (a video game created by Lumas in the Comet Observatory, based on the story of the real K-Raj). She requests Mario's assistance to find the portal to her dimension to stop Bowser who has taken over her home city. She initially has trouble with the revelation that she is a video game character. As her video game is an action-RPG, she is weirded out at the turn-based battle system she has to endure in this game. While she was originally purple and blue, her colors inverted as she came out of the game, turning into green and orange.	Gravikinesis - Manipulate gravity, making objects fall towards the wall or ceilings 	6 FP - Barrier Bubble (Gives Mario 15 Surplus HP. When Mario takes damage, as long as he's got Surplus HP left, Surplus HP are taken away and Mario's normal HP are unaffected.) 	Chapter 8: Scrape the Stars
Jumbling Jellyfish 	A fearless Jam O’ War from an in-universe video game akin to Mass Effect (a video game created by Lumas in the Comet Observatory, based on the story of the real K-Raj). She requests Mario's assistance to find the portal to her dimension to stop Bowser who has taken over her home city. She initially has trouble with the revelation that she is a video game character. As her video game is an action-RPG, she is weirded out at the turn-based battle system she has to endure in this game. While she was originally purple and blue, her colors inverted as she came out of the game, turning into green and orange.	Gravikinesis - Manipulate gravity, making objects fall towards the wall or ceilings 	9 FP - Stasis Bubble (Inflicts petrify on the enemies, making them more resistant to physical attack but making it impossible for them to attack for three turns.) 	Chapter 8: Scrape the Stars
Jumbling Jellyfish 	A fearless Jam O’ War from an in-universe video game akin to Mass Effect (a video game created by Lumas in the Comet Observatory, based on the story of the real K-Raj). She requests Mario's assistance to find the portal to her dimension to stop Bowser who has taken over her home city. She initially has trouble with the revelation that she is a video game character. As her video game is an action-RPG, she is weirded out at the turn-based battle system she has to endure in this game. While she was originally purple and blue, her colors inverted as she came out of the game, turning into green and orange.	Gravikinesis - Manipulate gravity, making objects fall towards the wall or ceilings 	12 FP - Warp Blast (Tries to throw an enemy off the battlefield, inflicting them dark-based damage. Has 5% chance of instantly killing an enemy by throwing them off the battlefield. When more than one enemy is present, all other enemies receive splash damage from being hit by the thrown enemy.) 	Chapter 8: Scrape the Stars
Jumbling Jellyfish 	A fearless Jam O’ War from an in-universe video game akin to Mass Effect (a video game created by Lumas in the Comet Observatory, based on the story of the real K-Raj). She requests Mario's assistance to find the portal to her dimension to stop Bowser who has taken over her home city. She initially has trouble with the revelation that she is a video game character. As her video game is an action-RPG, she is weirded out at the turn-based battle system she has to endure in this game. While she was originally purple and blue, her colors inverted as she came out of the game, turning into green and orange.	Gravikinesis - Manipulate gravity, making objects fall towards the wall or ceilings 	30 FP - Blackhole Banish (Inflicts dark-based damage to all enemies and 100% chance of instant death. Bosses cannot be instantly killed but take normal dark-based damage.) 	Chapter 8: Scrape the Stars
Last of the Pi'llos 	A laidback Pi’illo who escaped the end of his kind yet still became trapped in the Dream World. Over time, he learned to harness the power of dreams, gaining unique abilities that set him apart from his fellow Pi'illos. Now, after Mario woke him up, Dozey seeks to aid him on his quest to save the Mushroom Kingdom from the clutches of darkness and restore peace to both the dream and waking worlds. 	Dreamy Glider - Transform into a huge pillow with which Mario can glide over gaps Gustavo can’t bridge. 	0 FP - Dream Scream (30% chance to inflict sleep to an enemy.) 	Chapter 8: Scrape the Stars
Last of the Pi'llos 	A laidback Pi’illo who escaped the end of his kind yet still became trapped in the Dream World. Over time, he learned to harness the power of dreams, gaining unique abilities that set him apart from his fellow Pi'illos. Now, after Mario woke him up, Dozey seeks to aid him on his quest to save the Mushroom Kingdom from the clutches of darkness and restore peace to both the dream and waking worlds. 	Dreamy Glider - Transform into a huge pillow with which Mario can glide over gaps Gustavo can’t bridge. 	7 FP - Pindaric Flight (Transforms into a pillow and lifts an enemy upward, damaging them and inflicting them confusion or shrink with a 10% chance each.) 	Chapter 8: Scrape the Stars
Last of the Pi'llos 	A laidback Pi’illo who escaped the end of his kind yet still became trapped in the Dream World. Over time, he learned to harness the power of dreams, gaining unique abilities that set him apart from his fellow Pi'illos. Now, after Mario woke him up, Dozey seeks to aid him on his quest to save the Mushroom Kingdom from the clutches of darkness and restore peace to both the dream and waking worlds. 	Dreamy Glider - Transform into a huge pillow with which Mario can glide over gaps Gustavo can’t bridge. 	11 FP - Shivering Nightmare (Has a 20% chance each of inflicting freeze, sleep, and stop on all enemies.) 	Chapter 8: Scrape the Stars
Last of the Pi'llos 	A laidback Pi’illo who escaped the end of his kind yet still became trapped in the Dream World. Over time, he learned to harness the power of dreams, gaining unique abilities that set him apart from his fellow Pi'illos. Now, after Mario woke him up, Dozey seeks to aid him on his quest to save the Mushroom Kingdom from the clutches of darkness and restore peace to both the dream and waking worlds. 	Dreamy Glider - Transform into a huge pillow with which Mario can glide over gaps Gustavo can’t bridge. 	18 FP - LSD (Life-Saving Dream) (Allows Mario to automatically revive with half of his max HP when he's killed once) 	Chapter 8: Scrape the Stars
Last of the Pi'llos 	A laidback Pi’illo who escaped the end of his kind yet still became trapped in the Dream World. Over time, he learned to harness the power of dreams, gaining unique abilities that set him apart from his fellow Pi'illos. Now, after Mario woke him up, Dozey seeks to aid him on his quest to save the Mushroom Kingdom from the clutches of darkness and restore peace to both the dream and waking worlds. 	Dreamy Glider - Transform into a huge pillow with which Mario can glide over gaps Gustavo can’t bridge. 	22 FP - Eternal Rest (Instantly kills enemies who are asleep, on bosses it inflicts normal dark-based damage) 	Chapter 8: Scrape the Stars
Last of the Pi'llos 	A laidback Pi’illo who escaped the end of his kind yet still became trapped in the Dream World. Over time, he learned to harness the power of dreams, gaining unique abilities that set him apart from his fellow Pi'illos. Now, after Mario woke him up, Dozey seeks to aid him on his quest to save the Mushroom Kingdom from the clutches of darkness and restore peace to both the dream and waking worlds. 	Dreamy Glider - Transform into a huge pillow with which Mario can glide over gaps Gustavo can’t bridge. 	25 FP - World War Zee (Summons a copy of Zeekeeper to hit all enemies with eggs which inflict all eight status ailments in the game with a chance of 10% each, leaving only a 20% chance of not being afflicted with a status ailment) 	Chapter 8: Scrape the Stars
Solitary Samurai Shellfish 	A lonesome Huckit Crab who roams the world after his home was lost. Sniffungus, before being overwritten by the memories of a Toad, was the one who had dueled this Huckit Crab and won. He joins Mario with the goal of reconnecting with Sniffungus. 	Pistol Afterblow - Act as a source of wind to push fans or blow away paper 	0 FP - Wind Pistol (Shoots blades of wind from his claw.) 	Chapter 9: Roundelay in the Glade
Solitary Samurai Shellfish 	A lonesome Huckit Crab who roams the world after his home was lost. Sniffungus, before being overwritten by the memories of a Toad, was the one who had dueled this Huckit Crab and won. He joins Mario with the goal of reconnecting with Sniffungus. 	Pistol Afterblow - Act as a source of wind to push fans or blow away paper 	2 FP - Sakura Breeze (Spreads sakura flowers in the air, giving the party regenerating HP for three turns.) 	Chapter 9: Roundelay in the Glade
Solitary Samurai Shellfish 	A lonesome Huckit Crab who roams the world after his home was lost. Sniffungus, before being overwritten by the memories of a Toad, was the one who had dueled this Huckit Crab and won. He joins Mario with the goal of reconnecting with Sniffungus. 	Pistol Afterblow - Act as a source of wind to push fans or blow away paper 	3 FP - Packing Heat (Shoots hot air from the claw, inflicting fire-based damage and causing burn.) 	Chapter 9: Roundelay in the Glade
Solitary Samurai Shellfish 	A lonesome Huckit Crab who roams the world after his home was lost. Sniffungus, before being overwritten by the memories of a Toad, was the one who had dueled this Huckit Crab and won. He joins Mario with the goal of reconnecting with Sniffungus. 	Pistol Afterblow - Act as a source of wind to push fans or blow away paper 	7 FP - Monsoon (Shoots a powerful gust of water-filled air from his claw, reduces enemy speed for three turns. This skill's name is a reference to Tokio Hotel.) 	Chapter 9: Roundelay in the Glade
Solitary Samurai Shellfish 	A lonesome Huckit Crab who roams the world after his home was lost. Sniffungus, before being overwritten by the memories of a Toad, was the one who had dueled this Huckit Crab and won. He joins Mario with the goal of reconnecting with Sniffungus. 	Pistol Afterblow - Act as a source of wind to push fans or blow away paper 	10 FP - Lightspeed Slash (If the action command is done successfully, he uses his claw to slash all enemies, piercing defense power. If the action command is failed, he will be confused.) 	Chapter 9: Roundelay in the Glade
Solitary Samurai Shellfish 	A lonesome Huckit Crab who roams the world after his home was lost. Sniffungus, before being overwritten by the memories of a Toad, was the one who had dueled this Huckit Crab and won. He joins Mario with the goal of reconnecting with Sniffungus. 	Pistol Afterblow - Act as a source of wind to push fans or blow away paper 	15 FP - Hassou Tobi (Attacks 8 times, inflicting light damage to all foes. If all action commands are performed correctly, the final hit will always be critical.) 	Chapter 9: Roundelay in the Glade
Super Sonic Projectile 	A self-absorbed Bullet Bill who has no other identity other than being the fastest thing in Megalipolis. He grapples with questions of purpose and significance beyond his speed, ultimately finding fulfillment in using his abilities for the greater good. 	Double Boost -Allows Mario to run at supersonic speeds to use speedways, ramps, loops etc. 	0 FP - Blue Boost (Hits an enemy by flying through the air.) 	Chapter 10: Up and Down and All Around
Super Sonic Projectile 	A self-absorbed Bullet Bill who has no other identity other than being the fastest thing in Megalipolis. He grapples with questions of purpose and significance beyond his speed, ultimately finding fulfillment in using his abilities for the greater good. 	Double Boost -Allows Mario to run at supersonic speeds to use speedways, ramps, loops etc. 	2 FP - Gas Gas Gas (Grants Mario an agility buff.) 	Chapter 10: Up and Down and All Around
Super Sonic Projectile 	A self-absorbed Bullet Bill who has no other identity other than being the fastest thing in Megalipolis. He grapples with questions of purpose and significance beyond his speed, ultimately finding fulfillment in using his abilities for the greater good. 	Double Boost -Allows Mario to run at supersonic speeds to use speedways, ramps, loops etc. 	5 FP - Ram Ventilation (Rams an enemy while covered in wind, inflicting wind-based damage and piercing defense.) 	Chapter 10: Up and Down and All Around
Super Sonic Projectile 	A self-absorbed Bullet Bill who has no other identity other than being the fastest thing in Megalipolis. He grapples with questions of purpose and significance beyond his speed, ultimately finding fulfillment in using his abilities for the greater good. 	Double Boost -Allows Mario to run at supersonic speeds to use speedways, ramps, loops etc. 	9 FP - Start Your Engines (Charges up his attack power until he uses an offensive move. After attacking with charged power, he will take a small amount of damage from recoil.) 	Chapter 10: Up and Down and All Around
Super Sonic Projectile 	A self-absorbed Bullet Bill who has no other identity other than being the fastest thing in Megalipolis. He grapples with questions of purpose and significance beyond his speed, ultimately finding fulfillment in using his abilities for the greater good. 	Double Boost -Allows Mario to run at supersonic speeds to use speedways, ramps, loops etc. 	12 FP - Rocket Rush (Blasts forward into every enemy, dealing a large amount of damage initially but gets slightly weaker as he goes down the line. Also has a chance of burning enemies.) 	Chapter 10: Up and Down and All Around
Super Sonic Projectile 	A self-absorbed Bullet Bill who has no other identity other than being the fastest thing in Megalipolis. He grapples with questions of purpose and significance beyond his speed, ultimately finding fulfillment in using his abilities for the greater good. 	Double Boost -Allows Mario to run at supersonic speeds to use speedways, ramps, loops etc. 	16 FP - Twister Blast 	Chapter 10: Up and Down and All Around
Beyond Underhanded Addict 	A miserly Underhand who at first is a warlord working for Faefyr under the codename "Maestro Fingas". He's also an avid gambler and owns Pital Plutone, a casino for the greedy of the Underwhere. He willingly joined Faefyr just to take the Black Shard for himself as treasure. However, the Faefyr-controlled beast that's weakening the Black Shard stops listening to Tryahand as soon as Mario came into the Casino, and runs amok. Tryahand decides to join Mario after he learns that the Shard is not mere treasure and is beaten by our Plumber. 	Golden Plumber - Covers Mario in gold with a snap, allowing him to move through lava, sink in water and be impervious to crushing hazards. 	0 FP - Spare Change (Mario spends money in order to make Tryahand throw a rain of coins against all enemies. The more money Mario spent, the more powerful the attack is. This skill is a Final Fantasy reference) 	Chapter 11: Preopen the Gates
Beyond Underhanded Addict 	A miserly Underhand who at first is a warlord working for Faefyr under the codename "Maestro Fingas". He's also an avid gambler and owns Pital Plutone, a casino for the greedy of the Underwhere. He willingly joined Faefyr just to take the Black Shard for himself as treasure. However, the Faefyr-controlled beast that's weakening the Black Shard stops listening to Tryahand as soon as Mario came into the Casino, and runs amok. Tryahand decides to join Mario after he learns that the Shard is not mere treasure and is beaten by our Plumber. 	Golden Plumber - Covers Mario in gold with a snap, allowing him to move through lava, sink in water and be impervious to crushing hazards. 	3 FP - Gold Golem (Turns Mario or the partner into gold for a turn. The gold status gives them resistance to physical attacks and makes their physical attacks more powerful, but has a 25% chance of making them skip their turn due to being too heavy to move.) 	Chapter 11: Preopen the Gates
Beyond Underhanded Addict 	A miserly Underhand who at first is a warlord working for Faefyr under the codename "Maestro Fingas". He's also an avid gambler and owns Pital Plutone, a casino for the greedy of the Underwhere. He willingly joined Faefyr just to take the Black Shard for himself as treasure. However, the Faefyr-controlled beast that's weakening the Black Shard stops listening to Tryahand as soon as Mario came into the Casino, and runs amok. Tryahand decides to join Mario after he learns that the Shard is not mere treasure and is beaten by our Plumber. 	Golden Plumber - Covers Mario in gold with a snap, allowing him to move through lava, sink in water and be impervious to crushing hazards. 	5 FP - Flip The Bird (Taunts the enemy, simultaneously reducing their attack and agility. Has a 25% chance to make the enemy skip their turn, and a 10% chance that the gesture doesn't work but instead it offends a female partner, causing the move to affect them instead of the enemy.) 	Chapter 11: Preopen the Gates
Beyond Underhanded Addict 	A miserly Underhand who at first is a warlord working for Faefyr under the codename "Maestro Fingas". He's also an avid gambler and owns Pital Plutone, a casino for the greedy of the Underwhere. He willingly joined Faefyr just to take the Black Shard for himself as treasure. However, the Faefyr-controlled beast that's weakening the Black Shard stops listening to Tryahand as soon as Mario came into the Casino, and runs amok. Tryahand decides to join Mario after he learns that the Shard is not mere treasure and is beaten by our Plumber. 	Golden Plumber - Covers Mario in gold with a snap, allowing him to move through lava, sink in water and be impervious to crushing hazards. 	6 FP - Bet of Death 7 (Allows Mario to roll three slot reels which cause status ailments depending on which symbols are matched: no symbols matched means no attacks at all, two symbols matched means an attack with 50% chances of a status ailment, three symbols matched means a stronger attack that always inflicts the corresponding ailment. Rolling two sevens and failing to roll the third kills Mario. Rolling three sevens instantly wins the battle.) 	Chapter 11: Preopen the Gates
Beyond Underhanded Addict 	A miserly Underhand who at first is a warlord working for Faefyr under the codename "Maestro Fingas". He's also an avid gambler and owns Pital Plutone, a casino for the greedy of the Underwhere. He willingly joined Faefyr just to take the Black Shard for himself as treasure. However, the Faefyr-controlled beast that's weakening the Black Shard stops listening to Tryahand as soon as Mario came into the Casino, and runs amok. Tryahand decides to join Mario after he learns that the Shard is not mere treasure and is beaten by our Plumber. 	Golden Plumber - Covers Mario in gold with a snap, allowing him to move through lava, sink in water and be impervious to crushing hazards. 	10 FP - Double or Nothing (Mario and his party will deal double damage for one turn, but will also take double damage from enemies.) 	Chapter 11: Preopen the Gates
Beyond Underhanded Addict 	A miserly Underhand who at first is a warlord working for Faefyr under the codename "Maestro Fingas". He's also an avid gambler and owns Pital Plutone, a casino for the greedy of the Underwhere. He willingly joined Faefyr just to take the Black Shard for himself as treasure. However, the Faefyr-controlled beast that's weakening the Black Shard stops listening to Tryahand as soon as Mario came into the Casino, and runs amok. Tryahand decides to join Mario after he learns that the Shard is not mere treasure and is beaten by our Plumber. 	Golden Plumber - Covers Mario in gold with a snap, allowing him to move through lava, sink in water and be impervious to crushing hazards. 	30 FP - Ace In Da Hole (Pulls out four ace cards depending on luck. Ace of Spades impales all enemies with golden swords, piercing defense and having a 100% chance of critical. Ace of Hearts completely heals the whole party. Ace of Clubs reduces FP consumption to zero for five turns. Ace of Diamonds makes Mario impervious to all damage for five turns. Ace in Da Hole can't be used when the 0 FP Consumption status is active, to prevent spamming it again after getting an Ace of Clubs.)	Chapter 11: Preopen the Gates
Artificial Assistant 	A helpful robot designed to be a go-for for the team in Cosmic Crafts, which entails the menial work like making coffee. Wanting more out of life, Dev-On decides to offer up his assistance to Mario and the party when learning that their quest is almost over. His skills are all references to 80s video games. 	Data Burst -Temporarily disable electronic devices and machinery in the vicinity. 	0 FP - Pack-Man (Opens a pack, getting a random item among the ones that have been used in the current battle.) 	Chapter 12: Glitchy Galaxy
Artificial Assistant 	A helpful robot designed to be a go-for for the team in Cosmic Crafts, which entails the menial work like making coffee. Wanting more out of life, Dev-On decides to offer up his assistance to Mario and the party when learning that their quest is almost over. His skills are all references to 80s video games. 	Data Burst -Temporarily disable electronic devices and machinery in the vicinity. 	5 FP - Pong (Hits an enemy with a ball, then can rebound the ball on another enemy for a maximum of 10 times.) 	Chapter 12: Glitchy Galaxy
Artificial Assistant 	A helpful robot designed to be a go-for for the team in Cosmic Crafts, which entails the menial work like making coffee. Wanting more out of life, Dev-On decides to offer up his assistance to Mario and the party when learning that their quest is almost over. His skills are all references to 80s video games. 	Data Burst -Temporarily disable electronic devices and machinery in the vicinity. 	7 FP - Centipede (Summons a centipede for a nature-based attack, 15% chance of poisoning, if the action command is executed correctly, it attacks again for a maximum of thrice.) 	Chapter 12: Glitchy Galaxy
Artificial Assistant 	A helpful robot designed to be a go-for for the team in Cosmic Crafts, which entails the menial work like making coffee. Wanting more out of life, Dev-On decides to offer up his assistance to Mario and the party when learning that their quest is almost over. His skills are all references to 80s video games. 	Data Burst -Temporarily disable electronic devices and machinery in the vicinity. 	10 FP - Lode Runner (Grabs a pickaxe and attempts to dig a hole to hit the enemy and force them to skip the next turn.) 	Chapter 12: Glitchy Galaxy
Artificial Assistant 	A helpful robot designed to be a go-for for the team in Cosmic Crafts, which entails the menial work like making coffee. Wanting more out of life, Dev-On decides to offer up his assistance to Mario and the party when learning that their quest is almost over. His skills are all references to 80s video games. 	Data Burst -Temporarily disable electronic devices and machinery in the vicinity. 	14 FP - Tetris (Summons a rain of tetraminos to fall on all the enemies, 25% to inflict dizzy.) 	Chapter 12: Glitchy Galaxy
Artificial Assistant 	A helpful robot designed to be a go-for for the team in Cosmic Crafts, which entails the menial work like making coffee. Wanting more out of life, Dev-On decides to offer up his assistance to Mario and the party when learning that their quest is almost over. His skills are all references to 80s video games. 	Data Burst -Temporarily disable electronic devices and machinery in the vicinity. 	16 FP - Asteroid (Summons virtual asteroids to flood the screen, then "blasts" them, causing explosion-based damage on all enemies up to 10 times.) 	Chapter 12: Glitchy Galaxy
Rumbling Rockhead 	A humble Omodon with immense strength. Initially, Troomo was bewildered by his newfound abilities, accidentally causing earthquakes whenever he stomped his foot in frustration or excitement. Despite his rough exterior and occasional clumsiness, Troomo's heart is as solid as the earth itself, and he is always ready to lend a hand to those in need. Upon hearing of Mario’s quest, Troomo waits by the entrance of the Luminous Labyrinth waiting for Mario to recruit him. 
This partner is optional. 	Viewquake - Shakes the entire screen, stunning all enemies in the vicinity and revealing Star shards in the ground. 	0 FP - Heavy Pounder (Slams himself onto an enemy, dealing moderate damage with the chance of halving enemy defense. Does not work on spiked or lava enemies.) 	Unlockable after Chapter 4
Rumbling Rockhead 	A humble Omodon with immense strength. Initially, Troomo was bewildered by his newfound abilities, accidentally causing earthquakes whenever he stomped his foot in frustration or excitement. Despite his rough exterior and occasional clumsiness, Troomo's heart is as solid as the earth itself, and he is always ready to lend a hand to those in need. Upon hearing of Mario’s quest, Troomo waits by the entrance of the Luminous Labyrinth waiting for Mario to recruit him. 
This partner is optional. 	Viewquake - Shakes the entire screen, stunning all enemies in the vicinity and revealing Star shards in the ground. 	3 FP - Harden (Sacrifices some of his attack power in exchange for extra defense for a few turns.) 	Unlockable after Chapter 4
Rumbling Rockhead 	A humble Omodon with immense strength. Initially, Troomo was bewildered by his newfound abilities, accidentally causing earthquakes whenever he stomped his foot in frustration or excitement. Despite his rough exterior and occasional clumsiness, Troomo's heart is as solid as the earth itself, and he is always ready to lend a hand to those in need. Upon hearing of Mario’s quest, Troomo waits by the entrance of the Luminous Labyrinth waiting for Mario to recruit him. 
This partner is optional. 	Viewquake - Shakes the entire screen, stunning all enemies in the vicinity and revealing Star shards in the ground. 	TBA 	Unlockable after Chapter 4
Rumbling Rockhead 	A humble Omodon with immense strength. Initially, Troomo was bewildered by his newfound abilities, accidentally causing earthquakes whenever he stomped his foot in frustration or excitement. Despite his rough exterior and occasional clumsiness, Troomo's heart is as solid as the earth itself, and he is always ready to lend a hand to those in need. Upon hearing of Mario’s quest, Troomo waits by the entrance of the Luminous Labyrinth waiting for Mario to recruit him. 
This partner is optional. 	Viewquake - Shakes the entire screen, stunning all enemies in the vicinity and revealing Star shards in the ground. 	TBA 	Unlockable after Chapter 4
Rumbling Rockhead 	A humble Omodon with immense strength. Initially, Troomo was bewildered by his newfound abilities, accidentally causing earthquakes whenever he stomped his foot in frustration or excitement. Despite his rough exterior and occasional clumsiness, Troomo's heart is as solid as the earth itself, and he is always ready to lend a hand to those in need. Upon hearing of Mario’s quest, Troomo waits by the entrance of the Luminous Labyrinth waiting for Mario to recruit him. 
This partner is optional. 	Viewquake - Shakes the entire screen, stunning all enemies in the vicinity and revealing Star shards in the ground. 	TBA 	Unlockable after Chapter 4
Rumbling Rockhead 	A humble Omodon with immense strength. Initially, Troomo was bewildered by his newfound abilities, accidentally causing earthquakes whenever he stomped his foot in frustration or excitement. Despite his rough exterior and occasional clumsiness, Troomo's heart is as solid as the earth itself, and he is always ready to lend a hand to those in need. Upon hearing of Mario’s quest, Troomo waits by the entrance of the Luminous Labyrinth waiting for Mario to recruit him. 
This partner is optional. 	Viewquake - Shakes the entire screen, stunning all enemies in the vicinity and revealing Star shards in the ground. 	19 FP - Pile Driver (Jumps up and slams into the ground really hard, creating an earthquake that damages enemies. Does not work on flying enemies, but land-based enemies have a chance of being launched into them, damaging them anyway.) 	Unlockable after Chapter 4
The Sea’s Favorite Son 	A compassionate Kurako who hails from the serene depths of the Beanbean Kingdom's oceans. Born with a natural gift for healing and nurturing, Serenadam spent his days drifting peacefully through the crystal-clear waters, using his gentle touch to soothe injured sea creatures and mend broken hearts. Sensing the weakness of the altered oceans, he swam straight to the source, where Mario can find him on the shore of Koopa Kastle High. 
This partner is optional. 	Healing Wave - Emits a soothing aura that gradually yet temporarily restores HP to Mario and the party members over time. 	TBA 	Unlockable after Chapter 7
The Sea’s Favorite Son 	A compassionate Kurako who hails from the serene depths of the Beanbean Kingdom's oceans. Born with a natural gift for healing and nurturing, Serenadam spent his days drifting peacefully through the crystal-clear waters, using his gentle touch to soothe injured sea creatures and mend broken hearts. Sensing the weakness of the altered oceans, he swam straight to the source, where Mario can find him on the shore of Koopa Kastle High. 
This partner is optional. 	Healing Wave - Emits a soothing aura that gradually yet temporarily restores HP to Mario and the party members over time. 	TBA 	Unlockable after Chapter 7
The Sea’s Favorite Son 	A compassionate Kurako who hails from the serene depths of the Beanbean Kingdom's oceans. Born with a natural gift for healing and nurturing, Serenadam spent his days drifting peacefully through the crystal-clear waters, using his gentle touch to soothe injured sea creatures and mend broken hearts. Sensing the weakness of the altered oceans, he swam straight to the source, where Mario can find him on the shore of Koopa Kastle High. 
This partner is optional. 	Healing Wave - Emits a soothing aura that gradually yet temporarily restores HP to Mario and the party members over time. 	TBA 	Unlockable after Chapter 7
The Sea’s Favorite Son 	A compassionate Kurako who hails from the serene depths of the Beanbean Kingdom's oceans. Born with a natural gift for healing and nurturing, Serenadam spent his days drifting peacefully through the crystal-clear waters, using his gentle touch to soothe injured sea creatures and mend broken hearts. Sensing the weakness of the altered oceans, he swam straight to the source, where Mario can find him on the shore of Koopa Kastle High. 
This partner is optional. 	Healing Wave - Emits a soothing aura that gradually yet temporarily restores HP to Mario and the party members over time. 	TBA 	Unlockable after Chapter 7
The Sea’s Favorite Son 	A compassionate Kurako who hails from the serene depths of the Beanbean Kingdom's oceans. Born with a natural gift for healing and nurturing, Serenadam spent his days drifting peacefully through the crystal-clear waters, using his gentle touch to soothe injured sea creatures and mend broken hearts. Sensing the weakness of the altered oceans, he swam straight to the source, where Mario can find him on the shore of Koopa Kastle High. 
This partner is optional. 	Healing Wave - Emits a soothing aura that gradually yet temporarily restores HP to Mario and the party members over time. 	TBA 	Unlockable after Chapter 7
The Sea’s Favorite Son 	A compassionate Kurako who hails from the serene depths of the Beanbean Kingdom's oceans. Born with a natural gift for healing and nurturing, Serenadam spent his days drifting peacefully through the crystal-clear waters, using his gentle touch to soothe injured sea creatures and mend broken hearts. Sensing the weakness of the altered oceans, he swam straight to the source, where Mario can find him on the shore of Koopa Kastle High. 
This partner is optional. 	Healing Wave - Emits a soothing aura that gradually yet temporarily restores HP to Mario and the party members over time. 	TBA 	Unlockable after Chapter 7
Buzzy Beatmaker 	A musical Para Buzzy who, despite his undeniable talent, was often met with skepticism and ridicule from his fellow ParaBuzzies, who saw his passion for music as frivolous and impractical. Determined to prove himself and share his love for music with the world, Buzzynth set out on a quest to find his own place in the Mushroom World and showcase his musical talents to anyone willing to listen. Mario can find and recruit him in Sakura Sanctuary fiddling with a koto.
This partner is optional. 	Harmonic Hymm - Create magical melodies corresponding to the special musical stones scattered through the game. 	0 FP - Record Scratch (Scratches the record on his shell, sending a cutting shockwave that damages an enemy, piercing defense.) 	Unlockable after Chapter 9
Buzzy Beatmaker 	A musical Para Buzzy who, despite his undeniable talent, was often met with skepticism and ridicule from his fellow ParaBuzzies, who saw his passion for music as frivolous and impractical. Determined to prove himself and share his love for music with the world, Buzzynth set out on a quest to find his own place in the Mushroom World and showcase his musical talents to anyone willing to listen. Mario can find and recruit him in Sakura Sanctuary fiddling with a koto.
This partner is optional. 	Harmonic Hymm - Create magical melodies corresponding to the special musical stones scattered through the game. 	TBA 	Unlockable after Chapter 9
Buzzy Beatmaker 	A musical Para Buzzy who, despite his undeniable talent, was often met with skepticism and ridicule from his fellow ParaBuzzies, who saw his passion for music as frivolous and impractical. Determined to prove himself and share his love for music with the world, Buzzynth set out on a quest to find his own place in the Mushroom World and showcase his musical talents to anyone willing to listen. Mario can find and recruit him in Sakura Sanctuary fiddling with a koto.
This partner is optional. 	Harmonic Hymm - Create magical melodies corresponding to the special musical stones scattered through the game. 	7 FP - Loud Music (If done successfully, he plays blaring music that lowers enemy defense with a small chance of making them confused.) 	Unlockable after Chapter 9
Buzzy Beatmaker 	A musical Para Buzzy who, despite his undeniable talent, was often met with skepticism and ridicule from his fellow ParaBuzzies, who saw his passion for music as frivolous and impractical. Determined to prove himself and share his love for music with the world, Buzzynth set out on a quest to find his own place in the Mushroom World and showcase his musical talents to anyone willing to listen. Mario can find and recruit him in Sakura Sanctuary fiddling with a koto.
This partner is optional. 	Harmonic Hymm - Create magical melodies corresponding to the special musical stones scattered through the game. 	10 FP - Bass Boost (Plays a loud, bass-heavy beat, causing the ground to shake, damaging enemies with a chance of making them dizzy. Does not work on flying enemies.) 	Unlockable after Chapter 9
Buzzy Beatmaker 	A musical Para Buzzy who, despite his undeniable talent, was often met with skepticism and ridicule from his fellow ParaBuzzies, who saw his passion for music as frivolous and impractical. Determined to prove himself and share his love for music with the world, Buzzynth set out on a quest to find his own place in the Mushroom World and showcase his musical talents to anyone willing to listen. Mario can find and recruit him in Sakura Sanctuary fiddling with a koto.
This partner is optional. 	Harmonic Hymm - Create magical melodies corresponding to the special musical stones scattered through the game. 	16 FP - Disco Lullaby (If done successfully, he plays a tune that has a high chance of lulling enemies to sleep.) 	Unlockable after Chapter 9
Buzzy Beatmaker 	A musical Para Buzzy who, despite his undeniable talent, was often met with skepticism and ridicule from his fellow ParaBuzzies, who saw his passion for music as frivolous and impractical. Determined to prove himself and share his love for music with the world, Buzzynth set out on a quest to find his own place in the Mushroom World and showcase his musical talents to anyone willing to listen. Mario can find and recruit him in Sakura Sanctuary fiddling with a koto.
This partner is optional. 	Harmonic Hymm - Create magical melodies corresponding to the special musical stones scattered through the game. 	22 FP - Just Dance (A Rhythm & Dance minigame will occur. If Mario does it well, he and his team will temporarily receive a large stat boost. If he does it poorly, his team's stats will drop slightly.) 	Unlockable after Chapter 9
A Thousand Years In The Reforming	The former Shadow Queen herself. Seeking redemption for her past actions and striving to make amends for the devastation caused by her transformation, Isolde joins Mario in the final stretch of his adventure to face off against her new Ex and save the princess. 	Heroic Resonance - Isolde channels the latent energy of her heroic past, unleashing a powerful wave of light that purges darkness and restores balance to the surrounding area.	0 FP - Heroic Strike 	Chapter 14: Reality’s End
A Thousand Years In The Reforming	The former Shadow Queen herself. Seeking redemption for her past actions and striving to make amends for the devastation caused by her transformation, Isolde joins Mario in the final stretch of his adventure to face off against her new Ex and save the princess. 	Heroic Resonance - Isolde channels the latent energy of her heroic past, unleashing a powerful wave of light that purges darkness and restores balance to the surrounding area.	6 FP - Divine Shield 	Chapter 14: Reality’s End
A Thousand Years In The Reforming	The former Shadow Queen herself. Seeking redemption for her past actions and striving to make amends for the devastation caused by her transformation, Isolde joins Mario in the final stretch of his adventure to face off against her new Ex and save the princess. 	Heroic Resonance - Isolde channels the latent energy of her heroic past, unleashing a powerful wave of light that purges darkness and restores balance to the surrounding area.	12 FP - 	Chapter 14: Reality’s End
A Thousand Years In The Reforming	The former Shadow Queen herself. Seeking redemption for her past actions and striving to make amends for the devastation caused by her transformation, Isolde joins Mario in the final stretch of his adventure to face off against her new Ex and save the princess. 	Heroic Resonance - Isolde channels the latent energy of her heroic past, unleashing a powerful wave of light that purges darkness and restores balance to the surrounding area.	20 FP - 	Chapter 14: Reality’s End
(Unlike the PM games, there are more humans among the Mushroom world)
Notable Minor Characters 
* Cindy - Chuckle’s ex-girlfriend.
*Gruffus - Gustavo’s former prison guard.
*Kolorado - An adventurous Koopa explorer.
*Merlon - A wizard who helped Mario build the Haven. Although he is often depicted as stubborn and comical, Merlon's integral wisdom inherently shines through.
*Tart T. - The Toad Sniffungus got his memories swapped with.
==Enemies and Bosses==
Tattle Log here for the normal enemies
Enemies in italics are minibosses
Enemies in Bold are the bosses
Boss 	HP	Attack	Defense	Location 	Chapter
Stampede 	16	3 	0 	Enchanted Meadows 	Prologue
Shadowbite 	25	3 	1 	Hartwood Temple 	1
Mayor Kope 	20	2 	1 	Shellington Town Hall 	2
Chameleking 	40	0 	2 	Shellington Town Square 	2
Kolorado 	15	2 	1 	Mummina's Temple (Entrance) 	3
Dry Monarch Kolorado	45	4 	2 	Munmina's Temple (Treasure Room)	3
 	 	 	 	 	4
 	 	 	 	 	5
 	 	 	 	 	6
 	 	 	 	 	7
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
Bowser 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
===Special Moves===
Name 	Guardian 	Chapter 	Boss 	Effect
Canopy Coverage 	Andrent (Green Shard) 	Chapter 1: Jungle Juxtaposition 	Shadowbite 	Gives the team a shield for 2 turns. (1 SE)
Power Surge 	Johrona (Blue Shard) 	Chapter 2: Class-trophy Dismissed 	Chameleking 	Temporarily increases the stats of Mario and his party. (2 SE)
Desert Blight 	Simirage (Yellow Shard)	Chapter 3: Mummina’s Mystery 	Dry Monarch Kolorado	Summons a sandstorm that blinds all enemies. (3 SE)
Laser Rain 	Samander (Purple Shard)	Chapter 4: Through the Neon Caverns 	 	Fires downward beams that deal a moderate amount of damage to enemies. (3 SE)
Soul Rescue 	Phoebia (Orange Shard) 	Chapter 5: Deja Boo 	 	No immediate effect, but if Mario runs out of HP during the battle the effect is used, he will revive with half HP. (6 SE)
Flash Freeze 	Theorora (White Shard) 	Chapter 6: Slip, Slap and Slide 	 	Damages and freezes all enemies. (5 SE)
Helios Blast 	Peterupt (Red Shard) 	Chapter 7: Gears and Gyros of Heat 	 	Summons a miniature sun that explodes on the enemy side, heavily damaging all enemies with a chance of burning them. (6 SE)
Stellar Shower 	Judella (Cyan Shard) 	Chapter 8: Scrape the Stars 	 	Summons falling stars that do light damage to enemies, but with an almost guaranteed chance of making them confused. (7 SE)
Status Scramble 	Jaquound (Pink Shard) 	Chapter 9: Roundelay in the Glade 	 	Grants a random buff to Mario and his party, and inflicts a random debuff on all enemies. (5 SE)
Platinum Guard 	Matthia (Silver Shard) 	Chapter 10: Up and Down and All Around	 	Temporarily increases the defenses of Mario's team by 5. (6 SE)
Coin Catastrophe	Jezzebel (Black Shard) 	Chapter 11: Preopen the Gates 	 	Causes coins to rain on the enemy side, dealing light damage. Mario gains a large amount of coins as a result. (8 SE)
Lucid Nova 	Lucite (Lime Shard) 	Chapter 12: Glitchy Galaxy 	 	Creates a large chromatic explosion that immediately eliminates all non-boss enemies. (12 SE)
==Credits==
Nintendo and Intelligent Systems for Paper Mario
Some people on Reddit for some of the partners
My best friend Loonarin-San for Gustavo and Princess Mummina
Tokoyami no Nietzsche for K-Raj 
PaintedRealms9374 and Tokoyami no Nietzsche for partner and special moves
Category:Stubs
Category:Paper Mario (series)
Category:Paper Mario Games
Category:Paper Games
Category:Mario (series)
Category:Mario Games
Category:Paper Mario: The Prism of Dreams