Paper Mario 3DS

Vivian

NOT A GIRL
Full GL Member
2,806
2010
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Awards
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PaperMario3DS.png


I'm planning on coming up with, not a prediction, but a complete idea of Paper Mario 3DS from the information we've gathered so far! I don't expect all or many of these things to be in the game, but I want to see what you think.


To-Be-Finished:

Chapters
Partners
Stickers
Badges
Other





















Main Characters:


Mario: Hero of the Mushroom Kingdom and savior of Princess Peach; he has set out to collect the seven Techtara Jewels, venturing through many worlds and beating the ultra-powered bosses along the way, and save the princess.
Photo:
Mario-1.png



Princess Peach: The feisty princess of the Mushroom Kindgom has been captured once again, but she won't just sit and wait for Mario to rescue her; with help from her friend, Kooparo, she's ready to send Mario all the information she got from her sneaky eavesdropping.
Photo:
PrincessPeach.png



Bowser: The king of the Koopas is at it again, and this time he has help from Techra, thanks to Kammy Koopa. With his new and improved army, he's ready to finally finish off Mario. After all, he's already beaten one Mario Bro.!
Photo:
MechaBowser.png



Techra: A technological witch who promised to grant any of Bowser's technical-related wishes; which include a stronger army, indestructable body armor and a huge techno-castle with impenetrable defense systems. How can anyone beat that?
Photo:
Techra.png
















Partners:


Chomper: Mario saved this Chain Chomp from certain defeat while it was being attacked by Monty Moles; in return, it agreed to join his party! It can use Chomp, Slam, Chain Smack, or Charge.






















Chapters:




Prologue: Techno Pleight

Mario and Luigi are at their house, talking, as a letter comes in the mail; one supposedly written by Princess Peach. In the letter are directions of a 'scavenger hunt', and Mario and Luigi decide to play her game. First, they go to the Item shop in Toad Town and go through a hidden passageway in the wall, where they go down a few steps until they find a pipe, which they go into. Next, in the underground sewers, they walk until they find another pipe, which brings them to a room made of wood. They find a door here that leads to a highly technological and circular room with many doors. The instructions then say to go to Level 3 in the elevator and go into a door on the far right side of the hallway; in here is a room full of pipes, but the only one that isn't blocked off is one that brings you to the top floor, which is inecessable by the elevator. When Mario and Luigi reach the top floor, they find Bowser, Kammy Koopa and a tied-up Princess Peach; they were tricked by being lured into a trap. Bowser gloatingly and briefly discusses his victory and swears that this is the last time they will ever fight before going into a short battle with Mario. The only thing you can do is jump, and it only does 2 damage. Bowser has 20 HP, but no matter what you do, you can't defeat him. He will end the battle with fire breath (as he did in the original Paper Mario) and prepare to finish Mario off, but Luigi tells him to run and takes the finishing and all-powerful blow. Mario quickly leaves the room, very deteriorated, and eventually goes into the sewers and back into Toad Town. After Mario leaves, Techra accompanies Bowser down to the pipe where Mario escaped to and blows it up, rejoicing at the fact that the newly-redesigned castle is now unreachable.


Mario leaves the shop and goes to the northern portion of Toad Town, where Princess Peach's castle is. He enters the castle and walks all the way up to the top floor before the player can take control of him. Upon walking down the end of the hallway, he finds a Toad that is badly injured, despite the fact there was no evidence of a strife. Mario learns that Bowser has a new, state-of-the-art technological castle in an unknown area and that is where the Princess is; the castle is unable to be broken into as well, so there was no chance of an infiltration. Just as Mario begins to leave, since the Toad stops talking, he hears one more thing; there is supposed to be something in Goomba Plains, but he is not sure what it is. He only heard about it from a friend who lived there, and it was supposed to be important. Finally, the Toad says that Goomba Plains is past the gate on the west side of town. The player regains control of Mario, so you must take him to the west side of Toad Town. Going into the gate will cause the prologue to end.



Chapter 1: Terror of the Monty King

Mario traverses through fields infested with Goombas and Monty Moles. In the first area are loads of brick blocks, and in the second is a waterfall with a bridge, many different blocks and three Koopas. After a couple of areas with simple enemies and land which serve as sort of a training level. You will soon reach an area with two koopas, two blocks and a warp pipe. Go into the pipe and you'll find yourself in a forest-like area with a bottomless pit. There is a bridge you must assemble here, and when you cross it, you'll find yourself in a forest clearing with a Chain Chomp being attacked by a circle of Monty Moles around him, throwing rocks. Mario helps him by fighting them and the Chain Chomp thanks him, joining his party. Keep walking until you find a waterfall. There is a raft on the water, and when you jump on it, it starts to move. Collect coins as you fall down more waterfalls, and you'll eventually be forced to hop off it. Then you can leave the area.


In the heart of the forest, you meet Wigglers which get in your way, so wait until they pass so you can go through. It's a very swampy area here, so if you fall into the water you'll lose 1 HP. Keep walking through a few more areas of this until you find a town. In this town are a lot of Toads and Koopas, but go into the yellow house to talk to a green Toad, who tells you that the monster in the path ahead has been terrorizing and harassing them by digging holes everywhere. In the town is a shop where you can buy stickers. Before you leave, you may want to hit the Refreshing Heart and the Save Block. Go into the next area to find a forest clearing with a bunch of Monty Moles. When they see you, they all hide in the ground before the whole area starts to shake; the King Monty mole, which was disturbing those who live in the town beside it, rises from the ground with a boulder in hand; it throws it at Mario, and the battle begins. After defeating the King Monty Mole, you receive a Green Jewel before the chapter ends.


In the metallic fortress, Peach is seen in a room with a bed and one door, which is locked; empty otherwise. The door has a window, which, playing as Peach, you are supposed to look through. Seeing two Koopatrols taking a wounded koopa into another room and then leaving, she discovers that, by moving the bed, a passageway is revealed. Walk through it to go into a room that is similar to a hospital; it is empty except for the wounded koopa. Feeling sympathy for the poor creature, she helps bandage up its cuts and scratches and comforts it. The koopa, though surprised, thanks the kind princess and says that he will help her in return. He tells her that there is another secret passageway in the room, but before he could tell her where it is, the koopatrols come back into the room and find Peach standing there. They immediately take her back into her room.



Chapter 2: Secrets of the Aureus Triangle

Mario goes back to Toad Town and is immediately greeted by the Toad he met earlier, who describes how he was revived with a Life Shroom. Mario shows him the green jewel and the toad asks what it is. Unsure what to do next, he asks the Toad, who says his name is Smarr T., where he should go. He tells Mario that his cousin, Sanna T., lives in the Aureus Triangle, a cursed section of the ocean just off of Toad Town. Mario asks him how to get there and learns that there is a pipe on the south side of Toad Town, which he immediately departs for. Behind a hotel is a blue pipe that brings you to a small island. A Toad is sleeping under a palm tree filled with coconuts, so hit the trunk to make one fall down and wake him up. He'll tell you that Sanna T. lives in a hut about three islands away. Go to the east for a little while until you reach water. Assemble a bridge here. Before you're able to cross it, however, Three Embers and one Lava Bubble ambush you. After beating them, keep going east until you find a wooden hut; enter it to find Sanna T., and she will tell you that the islands here hold star keys; star shaped keys that fit into stone pillars on the largest, and middle island. On the islands that are farthest from each other, giant embers are located that, when are defeated, give up a star key. After getting all of them, go to the Stone Pillars and set them in place so that a large tower appears where they were and the island sinks into the ocean. Enter this tower and get to the second floor, finding a bunch of embers here. After defeating them, three blue blocks come out of the ground. Hit the third one first, the first one second, and the second one last; this creates a staircase to the third floor. Each floor contains a completely different puzzle than the last; the final, eighth floor contains another giant Ember. Beat this one to produce a heart block, a save block and a staircase that leads to the roof. A creature named Tri-Angler confronts you; this is the boss of the chapter. After defeating it, you get the Blue Jewel and the chapter ends.

The player can now control Peach. Go into the secret passageway behind the bed and enter the hospital room to find that Kooparo now holds a position there, and has wings on his back. He will tell you that he was sorry for what happened last time and that he has fully recovered. He then tells her what he did in return for her; he shows her the Magic Wings he asked Techra for while requesting a job at the hospital. He tells her that he would help her talk to Mario, as that is what he suspected she would want to do, and says that he is unable to leave his post. Kooparo tells her that there is a secret passageway in the hospital room behind one of the desks, and if she went into the room beyond it, there would be a door that led to a hallway; the hallway would have another door that would bring her to a room with a secret elevator. By going to the only other room with this elevator, she would find a room that was empty except for a blocked pipe, a door and a switch. By pressing the switch, the wooden cover blocking the pipe would break open. As the switch was unable to be touched by any of Bowser's minions due to the defense system, Peach would be able to press it. After doing all of this, Kooparo appears from the elevator and tells Peach that there are seven jewels scattered throughout the worlds, and that they would aid somehow, but he doesn't know much else. Peach asks him to tell Mario that before he goes down the pipe and koopatrols come through the door, finding Peach and taking her back to her room.




Plot:

While out on a daily and pleasant stroll, Kammy Koopa finds a wounded civilian lying next to a tree. Due to a strange impulse, and the fact the civilian looked nothing like anything she had ever seen before, she went back to Bowser's Castle and sent koopatrols out to bring the creature back. After treating it, it reveals that its name is Techra, and is a technological wizard. She promises to do anything for the person that saved her, so Kammy told her that Bowser was the one who lead the treatment operation and brought her to him. Learning of such a deal, Bowser asks for a more technological castle and indestructable armor; two crucial things that he knew, out of experience, would assist him greatly. Techra quickly installs everything from outer walls made out of an impenetrable material to a complete and operable defense system. Bowser then sets out to kidnap the Princess once more...









Stickers:


Mushroom Sticker:

Effect: Restores 5 HP to Mario or his Partner.
Cost: 2 Coins
Type: Healing


Super Shroom Sticker:

Effect: Restores 10 HP to Mario or his Partner.
Cost: 7 Coins
Type: Healing


Ultra Shroom Sticker:

Effect: Restores 50 HP to Mario or his Partner.
Cost: 50 Coins
Type: Healing


Life Shroom Sticker:

Effect: Restores 10 HP when you lose all your HP, or you can eat it for 10 HP.
Cost: 30 Coins
Type: Healing

Volt Shroom Sticker:

Effect: Deals damage to enemies who touch Mario.
Cost: 7 Coins
Type: Offensive-Defensive


Dried Shroom Sticker:

Effect: Restores 1 HP to Mario or his Partner.
Cost: 3 Coins
Type: Healing


Honey Syrup Sticker:

Effect: Restores 5 FP to Mario.
Cost: 3 Coins
Type: Restoring


Maple Syrup Sticker:

Effect: Restores 10 FP to Mario.
Cost: 10 Coins
Type: Restoring


Jammin' Jelly Sticker:

Effect: Restores 50 FP to Mario.
Cost: 50 Coins
Type: Restoring


Dizzy Dial Sticker:

Effect: Makes all enemies dizzy.
Cost: 6 Coins
Type: Offensive


Fire Flower Sticker:

Effect: Shoots fire at all enemies.
Cost: 5 Coins
Type: Offensive


POW Block Sticker:

Effect: Hurts all enemies on field, on ground or on ceiling.
Cost: 4 Coins
Type: Offensive


Shooting Star Sticker:

Effect: Attacks all enemies on screen.
Cost: 15 Coins
Type: Offensive


Sleepy Sheep Sticker:

Effect: Causes all enemies to go to sleep.
Cost: 10 Coins
Type: Offensive


Stop Watch Sticker:

Effect: Paralyzes all enemies temporarily.
Cost: 15 Coins
Type: Offensive


Thunder Bolt Sticker:

Effect: Hurts one enemy on the field.
Cost: 5 Coins
Type: Offensive


Thunder Rage Sticker:

Effect: Hurts all enemies on the field.
Cost: 15 Coins
Type: Offensive


Frog Suit Sticker:

Effect: Allows you to jump on all enemies, doing two less damage to each one you jump on.
Cost: 30 Coins
Type: Offensive


Spiny Hat Sticker:

Effect: Any enemy who jumps on Mario will receive damage.
Cost: 5 Coins
Type: Defensive









Badges:


Power Bounce:

Ability: Lets Mario bounce on an enemy until he misses an action command.
BP to Activate: 3
BP to Initiate: 2













Enemy List:


Goombas:


Goomba:

HP: 2
Attack: 1
Defense: 1
Tattle: This is the first enemy Mario ever encountered and is reknowned for its frequent occurrence! A goomba isn't the strongest enemy with only 2 HP and 1 Defense. A simple jump or hammer smash will do!
Moves: Headbonk (1)
Photo:
Goomba.png



Spiked Goomba:

HP: 2
Attack: 2
Defense: 0
Tattle: Like a regular goomba, this sub-species has 2 HP, but its attack raises and defense lowers by one. Jumping on this enemy does no good, so smash it with your hammer!
Moves: Spikebonk (2)
Photo:
SpikeGoomba.png



Paragoomba:

HP: 2
Attack: 1
Defense: 0
Tattle: A goomba with wings. The total opposite of a spiked goomba, you can't use your hammer on this airborne enemy, so jumping's the way to go. A paragoomba has 2 HP and 1 attack, but no defense.
Moves: Dive (1)
Photo:
Paragoomba.png



Spiky Paragoomba:

HP: 2
Attack: 2
Defense: 0
Tattle: Is this a new type of goomba? HP and Attack are both 2, but it has no defense. You can't jump or use your hammer attack, so try using an item or your partner's abilities.
Moves: Spikedive (2)
Photo:
SpikyParagoomba.png



Gloomba:

HP: 7
Attack: 3
Defense: 0
Tattle: This is a pretty gloomy Gloomba. It really likes dark places, so it isn't exactly the most positive dinner guest. HP is 7, Attack is 3 and Defense is 0. Watch out for its headbonk, it's three times as powerful as a regular Goomba's.
Moves: Headbonk (3)
Photo:
Gloomba.png



Paragloomba:

HP: 7
Attack: 3
Defense: 0
Tattle: The Gloomba version of a paragoomba. The same attack strategies apply, so you can't use the hammer against this enemy. HP is 7, Attack is 3, Defense is 0.
Moves: Dive (3)
Photo:
Paragloomba.png



Spiky Gloomba:

HP: 7
Attack: 4
Defense: 0
Tattle: Woah! A gloomba that has a spike. Look at that attack power! HP is 7, Attack is 4, Defense is 0. Its spikebonk is immensely powerful, so watch out if it tries to attack you and destroy it quickly.
Moves: Spikebonk (4)
Photo:
SpikyGloomba.png



Spiky Paragloomba:

HP: 7
Attack: 4
Defense: 0
Tattle: A gloomba with wings and a spike. HP is 7, Attack is 4 and defense is 0. This enemy looks difficult to beat, so destroy it quickly to protect yourself from its vicious, yet easily countered Spikedive!
Moves: Spikedive (4)
Photo:
HyperSpikyParagloomba.png



Hyper Goomba:

HP: 8
Attack: 2
Defense: 0
Tattle: This is a really hyper goomba. HP is 8, Attack is 2, Defense is 0. Although its attack is 2, it can charge it up six times, meaning its attack power can go up to 8! Its headbonk is dangerous when charged up, but its missilebonk will deliver a whopping 14 damage to Mario and his partner!
Moves: Headbonk (2), Charge Up (Attack +6), Missilebonk (8)
Photo:
HyperGoomba.png



Hyper Spiky Goomba:

HP: 8
Attack: 3
Defense: 0
Tattle: A hyper goomba with a spike on top. HP is 8, Attack is 3, Defense is 0. As is with a regular spiked goomba, its attack power is increased by one and so is all of its offensive moves. That Missilespikebonk can do up to 15 damage to Mario. Destroy this enemy quickly!
Moves: Spikebonk (3), Charge Up (Attack +6), Missilespikebonk (9)
Photo:
HyperSpikyGoomba.png



Hyper Paragoomba:

HP: 8
Attack: 2
Defense: 0
Tattle: A hyper goomba with wings. HP is 8, Attack is 2, Defense is 0. It has the same attributes as a regular hyper goomba, but you can't use your hammer against it. Jumping is the way to go when encountering this type.
Moves: Dive (2), Charge Up (Attack +6), Missiledive (8)
Photo:
HyperParagoomba.png



Hyper Spiky Paragoomba:

HP: 8
Attack: 3
Defense: 0
Tattle: Hyper Spiky Paragoomba? Seriously, this enemy means business. HP is 8, Attack is 3, Defense is 0. Unfortunately, it's a befuddling mix between a hyper spiky goomba and a hyper paragoomba. Like a regular spiky paragoomba, you can't use the jump or hammer attacks on it, so use an alternative method to beat it.
Moves: Dive (2), Charge Up (Attack +6), Missilespikedive (9)
Photo:
HyperSpikyParagoomba.png



Megagoomba:

HP: 10
Attack: 6
Defense: 0
Tattle: This type of goomba isn't seen very often, but when you encounter it, consider yourself unlucky. HP is 10, Attack is 6, Defense is 0. A megagoomba is nearly three times as big as a regular goomba, and its headbonk is much more powerful than one, too!
Moves: Headbonk (6), Charge Up (Attack +8)
Photo:
Megagoomba.png



Elite Goomba:

HP: 12
Attack: 8
Defense: 3
Tattle: A brand new enemy. This goomba is ruby in color and wears a platinum hat that protects it from most attacks. HP is 12, Attack is 8, Defense is 3. Its Running Slam causes 9 points of damage, but with its charge up attack, it can bring that up to 15. It's advisable to destroy an elite goomba first if there are other enemies with it.
Moves: Headbonk (8), Charge Up (Attack +8), Running Slam (9)
Photo:
EliteGoomba.png




Koopas:


Koopa Troopa:

HP: 4
Attack: 2
Defense: 1
Tattle: A real oldie! Seriously, they've been around as long as the goomba's. HP is 4, Attack is 2, Defense is 1. Jump on it to get it on its back so it's vulnerable to attack, or just use your hammer; plain and simple, just like a koopa troopa.
Moves: Shell Toss (2)
Photo:
KoopaTroopa.png



Koopa Paratroopa:

HP: 4
Attack: 2
Defense: 1
Tattle: Basically, a Koopa Troopa with wings; it can fly, totally uncool! HP is 4, Attack is 2, Defense is 1. The key to beating one is to jump on it to destroy its wings, permanently leveling it. Go ahead, Mario!
Moves: Shell Shot (2)
Photo:
KoopaParatroopa.png



Dry Bones:

HP: 8
Attack: 5
Defense: 2
Tattle: Eww! It's made of bones! Did a koopa shed its skin or something? HP is 8, Attack is 5, Defense is 2. It throws bones at you, so try to avoid those. It can also build other Dry Bones and re-re-animate itself after you defeat it. Talk about dedication!
Moves: Bone Throw (5), Multi Bone (2x4), Build (summons Dry Bones), Get Up (+8 HP)
Photo:
DryBones.png



Koopatrol:

HP: 6
Attack: 4
Defense: 2
Tattle: The lead of King Bowser's koopa army, only the best of the best get to wear this armor. HP is 6, Attack is 4, Defense is 2. Jumping on it is not advisable, as it has a spike on its head. It can summon other Koopatrols and charge up its attack as well as hide in its shell to make its defense rise up to where its completely invincible!
Moves: Whistle (summons another Koopatrol), Charge Up (Attack +2), Spiky Headbutt (4), Power Shell (4 to Mario and partner)
Photo:
Koopatrol.png



Hammer Bro.:

HP: 7
Attack: 4
Defense: 1
Tattle: This koopa throws hammers and clads a helmet that boosts its defense by one. HP is 7, Attack is 4, Defense is 1. Try to avoid the hammers it chucks at you, and they come one or two at a time. These guys are super annoying, seriously!
Moves: Hammer Throw (4), Multi-Throw (2 each)
Photo:
HammerBro.png



Fire Bro.:

HP: 7
Attack: 3
Defense: 1
Tattle: A koopa that spits out fire. HP is 7, Attack is 3, Defense is 1. Although its attack is lower than a Hammer Bro.'s, the burning effect you have ever getting hit by its flames more than makes up for that, especially when it spits multiple fireballs.
Moves: Flame Spit (3, Burning), Doubleflame (2x2, Burning), Multiflame (1x6, Burning)
Photo:
FireBro.png



Boomerang Bro.:

HP: 7
Attack: 2
Defense: 1
Tattle: This koopa wields a boomerang. HP is 7, Attack is 2, Defense is 1. Although it takes a step down from the Fire Bro in terms of attack power, the boomerangs it throws hurt you twice; on impact and returning to its holder. That's gotta be cheating, right? Right...?
Moves: Boomerang Throw (2x2, to Mario and Partner), Multiboomerang (1x4 to Mario and Partner)
Photo:
BoomerangBro.png



Ice Bro.:

HP: 7
Attack: 3
Defense: 1
Tattle: Brr...this koopa is as frosty as the ice balls it throws. HP is 7, Attack is 3, Defense is 1. Only found in below freezing temperatures, this koopa is pretty much the 'polar' opposite of a Fire Bro. Haha, get it? 'Polar'? Come on, we need a laugh once in a while!
Moves: Ice Spit (3, Frozen), Doubleice (2x2, Frozen), Multiice (1x6, Frozen)
Photo:
IceBro.png



Lakitu:

HP: 5
Attack: 2
Defense: 0
Tattle: A type of koopa that wears glasses and rides a cloud. HP is 5, Attack is 2, Defense is 0. It throws spinies at you, and can hatch more of them on the ground beneath it. When it holds a spiny over its head, you can't hurt it by using a jump or hammer command...Find an alternative and destroy it before it hatches more spinies!
Moves: Spiny Flip (2), Spiny Hatch (Summons Spiny), Spiny Hold (Holds Spiny over head)
Photo:
Lakitu.png



Spiny:

HP: 3
Attack: 3
Defense: 3
Tattle: Lakitu's throw these quite often. HP is 3, Attack is 3, Defense is 3. If it rolls up into a ball, it will be impossible to attack, so wait until it reverts back to normal and then use your hammer; would you really want to jump on that thing?
Moves: Spikeball Shot (3), Ball Up (raises defense to ???)
Photo:
Spiny.png



Lakitulgur:

HP: 9
Attack: 5
Defense: 0
Tattle: A different kind of Lakitu that has a dark, frowning cloud. HP is 9, Attack is 5 and Defense is 0. It can summon lightning to hit you, spin to create a tornado that engulfs and damages you and your partner, and cause the earth to shake tremendously, hurting everyone on the field. It isn't accompanied by spinies, like the other Lakitu.
Moves: Lightning Strike (5), Tornado (5 to Mario and Partner), Earthquaker (5 to Mario and Partner)
Photo:
Lakitulgur.png



Magikoopa:

HP: 7
Attack: 4
Defense: 0
Tattle: This koopa has a serious degree in wizardry; HP is 7, Attack is 4, Defense is 0. Don't let its defense fool you; these guys can really pack a punch. Not only does it have a relatively strong attack power and can fully restore its HP in one shot, but it can inflict a status boost on itself or its comrades. When alone, it will copy itself into four...Which one is the real one?
Moves: 4-Polygon Blast (4), Heal (8 HP), Magic Boost (Inflicts status on ally or self), Copy (Splits into four)
Photo:
Magikoopa.png



Buzzy Beetle:

HP: 5
Attack: 3
Defense: 4
Tattle: This is an odd, small koopa with a powerful shell. HP is 5, Attack is 3, Defense is 4. Jumping on it will flip it on its back, eliminating its defense. It's best to hit it when its soft belly is fully vulnerable!
Moves: Shell Toss (3)
Photo:
BuzzyBeetle.png



Parabuzzy:

HP: 5
Attack: 3
Defense: 4
Tattle: A buzzy beetle that can fly. HP is 5, Attack is 3, Defense is 4. It's a no-go using your hammer at first, as is with all winged enemies. Getting it on its back seems the way to go, so let's get 'em!
Moves: Shell Shot (3)
Photo:
Parabuzzy.png



Spiky Parabuzzy:

HP: 5
Attack: 3
Defense: 4
Tattle: It looks exactly like its name describes; it's a Buzzy Beetle with wings and a spike. HP is 5, Attack is 3, Defense is 4. You can't use your jump or hammer commands for this guy...Maybe we should try something else!
Moves: Shell Shot (3)
Photo:
SpikyParabuzzy.png



Bony Beetle:

HP: 8
Attack: 3
Defense: 4
Tattle: A total blast from the past! HP is 8, Attack is 3, Defense is 4. It can fall from the ceiling and attack you, but also has spikes that move in and out of its shell. When the spikes retract, get it on its back and attack while its defenses are down.
Moves: Shell Toss (3), Ceiling Drop (3), Spiky Slam (5)
Photo:
BonyBeetle.png




Shy Guys:


Shy Guy:

HP: 7
Attack: 2
Defense: 0
Tattle: This is called a Shy Guy. It has a mask over its face, and almost never takes it off. HP is 7, Attack is 2, Defense is 0. It isn't too powerful, and it has no defense, but still be cautious. Chip away at its HP until you beat it.
Moves: Shy Dive (2) Performance (3)
Photo:
ShyGuy.png



Sky Guy:

HP: 7
Attack: 3
Defense: 0
Tattle: Oddly enough, this shy guy can fly while tied to balloons! HP is 7, Attack is 3, Defense is 0. It flies, and it has a slingshot, but it's pretty much a regular Shy Guy otherwise. Jumping on it seems the way to go.
Moves: Slingshot (3)
Photo:
SkyGuy.png



Medi Guy:

HP: 7
Attack: 1
Defense: 0
Tattle: A Shy Guy that rides in a little heart-copter. HP is 7, Attack is 1, Defense is 0. Although its Ram attack only deals one point of damage, it makes up for that by being able to heal its partners by 4 HP each time. I'd take this one out first, if I were you!
Moves: Ram (1), Heal (4 HP)
Photo:
MediGuy.png



Bandit:

HP: 5
Attack: 2
Defense: 0
Tattle: A kind of Shy Guy that steals your coins! HP is 5, Attack is 2, Defense is 0. These guys seriously annoy me! Don't let it hit you or take any of your coins, because they may just run off and leave the battle soon after, taking everything it stole with it! What a coward!
Moves: Coin Dash (2), Run off (Leaves Battle)
Photo:
Bandit.png



Badge Bandit:

HP: 12
Attack: 5
Defense: 0
Tattle: A Bandit that steals not only coins, but items and badges as well. HP is 12, Attack is 5, Defense is 0. If it takes any of your belongings, hitting it isn't enough to get your stuff back; you have to defeat it to get anything you lost returned. Its HP is very high, and its Attack is, too, so watch out for these guys.
Moves: Coin Dash (5, steals coins), Item Dash (5, steals item), Badge Dash (5, steals Badge), Run off (Leaves Battle)
Photo:
BadgeBandit.png




Piranha Plants:


Piranha Plant:

HP: 4
Attack: 3
Defense: 0
Tattle: A vicious living plant. HP is 4, Attack is 3, Defense is 0. If you get near it, it will chomp you, but you won't have to worry about finding one; chances are, they'll catch up to you first, making it harder for a first strike.
Moves: Chomp (3)
Photo:
PiranhaPlant.png



Frost Piranha:

HP: 10
Attack: 5
Defense: 0
Tattle: Vulnerable to fire attacks, a Frost Piranha is a Piranha Plant with a cool temper. HP is 10, Attack is 5, Defense is 0. It can freeze you with its Jaw Clamp, which is moderately powerful.
Moves: Jaw Clamp (5, Frozen)
Photo:
FrostPiranha.png



Venus Fire Trap:

HP: 10
Attack: 5
Defense: 0
Tattle: A Piranha Plant that can spit fire. It looks just like a normal Piranha Plant. HP is 10, Attack is 5, Defense is 0. If it bites you, you'll get the 'burn' effect; the same goes for its flame spit!
Moves: Jaw Clamp (5, Burning), Flame Spit (5, Burning)
Photo:
VenusFireTrap.png




Others:


Bob-omb:

HP: 4
Attack: 2
Defense: 1
Tattle: This is a bob-omb. It's a living bomb that turns red when it gets hit, and explodes the next turn. HP is 3, Attack is 1, Defense is 0. Destroy it before it can explode to save yourself from unneeded pain.
Moves: Ram (2), Explosion (5)
Photo:
BobOmb.png



Bill Blaster:

HP: 5
Attack: 0
Defense: 2
Tattle: A cannon that shoots out Bullet Bills. HP is 5, Attack is 0, Defense is 2. Despite not actually having any offensive attacks, it can blast out Bullet Bills by one or two at a time. It's best to destroy a Bill Blaster first so as to cut off the source.
Moves: Bullet Blast (Summons Bullet Bill), Bullet Double (Summons two Bullet Bills)
Photo:
BillBlaster.png



Bullet Bill:

HP: 2
Attack: 4
Defense: 1
Tattle: A bullet that is shot out of a Bill Blaster. HP is 5, Attack is 0, Defense is 2. These enemies explode immediately on impact, destroying themselves in the process and dealing damage to you, so try to beat them before they can hit you.
Moves: Body Slam (4)
Photo:
BulletBill.png



Chain Chomp:

HP: 7
Attack: 6
Defense: 5
Tattle: That's a Chain Chomp. It's a bit difficult to determine what it is...it kind of sounds like a dog. HP is 7, Attack is 6, Defense is 5. It can be difficult to hurt this enemy, as it has an incredibly high defense and attack power, but let's soldier on!
Moves: Chomp (6)
Photo:
ChainChomp.png



Cleft:

HP: 2
Attack: 2
Defense: 2
Tattle: A walking rock with spikes. HP is 2, Attack is 2, Defense is 2. It isn't that difficult to beat, to be perfectly honest; its brother has a much stronger and higher defense, but don't let your guard down!
Moves: Cleft Charge (2)
Photo:
Cleft.png



Hyper Cleft:

HP: 4
Attack: 3
Defense: 3
Tattle: A stronger version of a regular Cleft. HP is 4, Attack is 3, Defense is 3. It can charge at you, or charge up, which boosts its attack by six. It can perform a Missilecharge, which deals a total of 9 points of damage to you or your partner.
Moves: Charge (3), Charge Up (Attack +6), Missilecharge (9)
Photo:
HyperCleft.png



Crazee Dayzee:

HP: 7
Attack: 2
Defense: 0
Tattle: A flower that sings a soothing lullaby. HP is 7, Attack is 2, Defense is 0. This thing will put you to sleep with its voice, which gives it a chance to keep singing while you're down; you could lose a lot of HP if you get affected by its singing. It's also kind of a coward, as it runs from battle when threatened.
Moves: Sing (2; Sleep), Run
Photo:
CrazeeDayzee.png



Amazee Dayzee:

HP: 20
Attack: 20
Defense: 1
Tattle: This enemy is like, super rare! HP is 20, Attack is 20, Defense is 1. If you defeat it, you get loads of Star Points, but it's said to be near-impossible to defeat one. Almost as much as it is to find one? Let's use our strongest attacks against it!
Moves: Lullaby (20; Sleep)
Photo:
AmazyDayzee.png



Duplighost:

HP: 15
Attack: 4
Defense: 0
Tattle: This is a duplighost. It wears a towel...or cape...or whatever. HP is 15, Attack is 4, Defense is 0. It can transform into an almost-perfect copy of your partner, which means you should use all necessary battle tactics against them!
Moves: Head attack (4), Disguise (0)
Photo:
Duplighost.png



Ember:

HP: 8
Attack: 3
Defense: 0
Tattle: This is a spirit that's been revived somehow. I think it might be a little peeved. HP is 8, Attack is 3, Defense is 0. Using fire attacks on it will actually heal it, but they are vulnerable to ice attacks. That's a good hint so as how to best defeat them.
Moves: Jump (3), Traveling Flame (2 to Mario and Partner, Burn), Fireball (3, Burn)
Photo:
Ember.png



Lava Bubble:

HP: 9
Attack: 4
Defense: 0
Tattle: Similar to an Ember, it's a flame ghost. HP is 9, Attack is 4, Defense is 0. Its fireball attack can and will burn you, and you can't jump or use fire attacks, so be cautious when attacking it or you might just give HP or receive damage.
Moves: Jump (4), Fireball (4, Burn)
Photo:
LavaBubble.png



Fuzzy:

HP: 3
Attack: 1
Defense: 0
Tattle: This is a Fuzzy. It's an...um...I don't know what this thing is. HP is 3, Attack is 1, Defense is 0. It's only attack is a kiss that takes your HP and heals itself with the amount it took from you. That annoys me so much!
Moves: Kissy-Kissy (1, Recovers health according to damage)
Photo:
Fuzzy.png



Pokey:

HP: 4
Attack: 3
Defense: 0
Tattle: A living cactus with spikes all over its body. HP is 4, Attack is 3, Defense is 0. A Pokey is made up of assorted, circular body parts, so if it bats one of them at you, regardless of what you do next it will still lose it. If you're lucky enough to counter the body section thrown at you, it does damage to its owner!
Moves: Slam (2), Spikeball Toss (3), Pull (summons Pokey), Hop (4)
Photo:
Pokey.png



Monty Mole:

HP: 3
Attack: 2
Defense: 0
Tattle: A mole that lives in the ground. HP is 3, Attack is 2, Defense is 0. It throws rocks at you, but other than that, there's not much to say about this enemy.
Moves: Rock Throw (2)
Photo:
MontyMole.png



Swooper:

HP: 4
Attack: 2
Defense: 0
Tattle: A Swooper is a bat that hangs from the ceiling. HP is 4, Attack is 2, Defense is 0. You can't use your hammer or jump commands against it, so maybe we could find some other way to attack it.
Moves: Swoop (2)
Photo:
Swooper.png



Swoopula:

HP: 8
Attack: 2
Defense: 0
Tattle: A vampire-like Swooper. HP is 8, Attack is 2, Defense is 0. This thing literally sucks your HP out of you, 4 at a time, and you can't jump on it or use your hammer, so find an alternative!
Moves: Suck (Absorbs 4 HP)
Photo:
Swoopula.png



Boo:

HP: 7
Attack: 3
Defense: 0
Tattle: A ghost that likes to give a good scare once in a while. HP is 7, Attack is 3, Defense is 0. It can hide itself or make it so that all Boos in battle move higher into the air so you're unable to use your hammer against the slightly-hovering enemies.
Moves: Scare (3), Hide (Invisible), Power Transfer (Invisible), Air Boos (Causes all Boos in battle to move high in the air)
Photo:
Boo.png
 
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why are there that many goombas?i want just normal goombas or new types of goombas,i hope most of the enemies are completely new or new to the paper mario series(like ice bros)
 
Well, obviously most of those Goombas will be in Paper Mario 3DS.

As well as most of the enemies from the past series. So the real question isn't what enemies will be in it (Unless you wanna predict some new ones) but everything else. Heh.
 
why are there that many goombas?i want just normal goombas or new types of goombas,i hope most of the enemies are completely new or new to the paper mario series(like ice bros)

The goombas listed here are all from past Paper Mario's. The new ones are the "Spiky Paragoomba", "Spiky Paragloomba", "Hyper Spiky Paragoomba", "Megagoomba" and "Elite Goomba". Keep in mind that in past Paper Mario games, many different types of goomba's have been enconutered.
 
Gloombas? I presume you're thinking this game will have either a Pit of 100 Trials or a sewer transport system, because they don't live in the overworld.
 
Gloombas? I presume you're thinking this game will have either a Pit of 100 Trials or a sewer transport system, because they don't live in the overworld.

I figured that since they're going back to the old, RPG styled Paper Mario gameplay, I might as well have a similar-styled Pit of 100 Trials. You;ll just have to see the kind of thing I'll do with it. ^^
 
They had the Pit even in SPM, so it's safe to assume that it might come back for the 3DS.

Anyways, there was a Chain Chomp partner hanging out with Mario on the release screens.
 
The goombas listed here are all from past Paper Mario's. The new ones are the "Spiky Paragoomba", "Spiky Paragloomba", "Hyper Spiky Paragoomba", "Megagoomba" and "Elite Goomba". Keep in mind that in past Paper Mario games, many different types of goomba's have been enconutered.
spiky paragoomba and hyper spiky paragoomba are really lame enemies,theyre really uncreative and they need more creative enemies
 
I updated the list with some Koopas that have been seen before and a logo I created...Hope you enjoy the update.
 
I think it's safe to assume that gloombas will appear. What kind of mario game doesn't have an underground area amirite?
 
even original SMB had them
 
Added photos for Goomba, Spiky Goomba, Paragoomba and Spiky Paragoomba. Note that these are sprites from the original Paper Mario, and the Spiky Paragoomba one is edited; most of them will be. More photos will be added later.

Edit: All of the Gloomba and Hyper Goomba photos have been added.

Double Edit: The Megagoomba photo has been added.

Triple Edit: Elite Goomba photo added.

Quadruple Edit: Koopa Troopa, Koopa Paratroopa and Dry Bones photos added!
 
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Keep up the good work, I love Paper Mario. Reading this has me soo pumped for the release. >.< Hurry up August 2nd.
tongue.gif
 
Keep up the good work, I love Paper Mario. Reading this has me soo pumped for the release. >.< Hurry up August 2nd.
tongue.gif

August 2nd is the release? I haven't heard that confirmed yet...Where did you find this info?

Edit: Final update for the night; Koopatrol profile added along with photo.
 
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does it really come out august 2nd?
 
I think it's safe to assume that gloombas will appear. What kind of mario game doesn't have an underground area amirite?

Super Mario Sunshine?

Super Mario Galaxy 1 and 2?

As for other factors:

Had an underground area without a boss/whole chapter dedicated to it: Mario and Luigi Superstar Saga, Bowser's Inside Story.

Had no Pit of 100 Trials: All games bar Paper Mario the Thousand Year Door and Super Paper Mario, unless you count the Gauntlet from Bowser's Inside Story.
 
Keep up the good work, I love Paper Mario. Reading this has me soo pumped for the release. >.< Hurry up August 2nd.
tongue.gif
I want to finally own a Paper Mario game like the one on N64 and Gamecube; my first Paper Mario was Super Paper Mario, so it wasn't the best Paper Mario to start with if you ask me, heh.

AUGUST 2ND IS NEAR ME BIRTHDAY, ALSO!
 
I want to finally own a Paper Mario game like the one on N64 and Gamecube; my first Paper Mario was Super Paper Mario, so it wasn't the best Paper Mario to start with if you ask me, heh.

AUGUST 2ND IS NEAR ME BIRTHDAY, ALSO!
I have 2 copies of the N64, and Thousand year old door. Soo good. :]
 
I have 2 copies of the N64, and Thousand year old door. Soo good. :]
Send over that extra 2nd copy, PWEETY PWEEEEEZ?

By the way, this topic is kinda interesting, it's like... preparing me for the new game and getting me all excited.
 
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