Paper Mario: The Thousand-Year Door

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Story
Paper Mario: The Thousand-Year Door, known as Paper Mario: RPG in Japan, is a GameCube video game released in 2004. This is sequel to Paper Mario. In this game, Mario is hunting the 7 Crystal Stars to open the Thousand-Year Door, while Princess Peach has been kidnapped by a gang of aliens called X-Nauts. For a detailed storyline of the events of Paper Mario: The Thousand-Year Door (from the Prologoue to Chapter 9), please visit this page.

Badges
Badges are what Mario may need throughout the game. They can be purchased at the Lovely Howz or by Charlieton, traded for Star Pieces by Dazzle, won at the Pianta Parlor or found in one of the places Mario and company visit.

In battle: Some of the badges add new Jump or Hammer moves to Mario's commands. Badges can bestow Mario and his Partners new abilities in battle.

Outside of battle: Badges can also affect Mario and his partners on the field.

Attacking enemies
While Mario and his partners are battling enemies, they can attack enemies with extra power using the Action Command.

Countdown: Tilt and hold the control stick left, then release when the red light flashes. Tricky Timing: Pressing A just before landing on your opponent. Aiming: Aligning a cursor in the center of the targeting reticule Button Mania: Holding on to or repeatedly tapping a button or input an entire sequence.

Stylish Moves are extra commands to please the crowd more and gain more star power. For more info, see here.

Guarding
To perform a guard action command, press A or B when your opponent is about to strike you. Guarding will reduce the damage you take from enemy attacks and help you resist status effects. You must time it right, though.

Guard: To perform a Guard move, press A to dodge enemy attacks, reducing the damage they do by 1, also protecting you from negative status effects. You have a 1/2 second to guard.

Superguard: To perform a Superguard move, press B to dodge enemy attacks, negating the attack completely, damaging your opponent if it is attacking directly. You only have a 1/4 second to superguard, making it naturally harder than guard.

Star Points
Every time Mario wins a battle, he'll earn Star Points. When Mario's Star Point Level gets up to 100, he'll choose whether to upgrade his HP, FP or BP. Choosing HP and/or FP will raise Mario's HP or FP by 5 and choosing BP will raise Mario's BP by 3.

Shine Sprites
When Mario and co. collect Shine Sprites, Mario can give 3 of them to Merlon and Merlon will power up Mario's partners, increasing their HP and teaching them new moves. Getting the Up Arrow in Hooktail Castle will allow Mario to power up his partners a second time, and Merlon will teach Mario's partners ultra-rank moves.

Star Power and the Audience
In the Prologue, Mario will earn a new Special Move, and every time Mario and company earn a Crystal Star, they will learn 7 Special Moves and the Special Moves can be used if Mario and company have plenty of Star Energy. After using a Special Move, Mario and company can replenish their Star Power by appealing to the audience and thrilling the crowd with the action command and stylish moves.

However, not everyone in the audience is an adoring fan. When the X Button appears during battle, that means an audience member is going to throw something onstage. If it's something that's hazardous to Mario's health-- for example: hammers, pebbles and old soda cans-- press X and Mario or his party member will attack the audience member, driving it out of the auditorium. If an audience member is about to throw something useful-- for example: items and coins-- Mario will just ignore the button prompt to receive his gift.

When Mario and his team's star rank goes up, their audience will get bigger.

Bingo!
An icon will appear next to your Star Power Gauge whenever you nail an Action Command. If you have to matching icons and if you execute an additional Action Command, you can take the Bingo! wheel for a spin. Press the A button to match the third icon to the first two. Matching anything but poison mushrooms also brings your audience to max.

Goombella
A female goomba who studied at Goom U. She joins Mario's team after Mario defeats Lord Crump. She has the same ability to uncover an enemy's stats, like Goombario has.

Koops
A timid koopa who lives in Petalburg. To prove to Petalburg he is not a coward, he joins Mario's team to avenge his dad, Koopley's death. He has the same ability Kooper has outside of battle, using his shell toss move to flip switches, grab items and attack enemies.

Madam Flurrie
She can blow wind at enemies to make them dizzy and blow fake walls away, revealing secret passages. She also dreams of becoming an actress.

Yoshi Kid
Call him by any name you wish and people will call him by that name. Press X to ride on his back like most Yoshies and hit A to fly briefly over places that have no solid ground, which is the same ability Parakarry possesses in Paper Mario.

Vivian
One of the Shadow Sirens. At first, worked for Grodus, but joined Mario's team to help Mario get his name, appearance and teammates back, because Mario treated her a lot nicer than Beldam and/or Marilyn. She can hide Mario from enemy attacks, in which that is the same ability Lady Bow has, but instead of turning Mario and company invisible, she'll pull them into the shadows.

Admiral Bobbery
A retired admiral who refused to help Mario at Keelhaul Key, but decided to help him after Mario gave him his late wife's letter. After Mario saves him from Cortez's underlings and gives him Chuckola Cola, he joins Mario's team. He has the same ability Bombette has outside of battle: with his bomb attack, he can destroy fake walls, flip switches and attack enemies.

Ms. Mowz
A cat burglar/badge hunter and the assistant shopkeeper at the Lovely Howz of Badges. Mario and his teammates encounter her at Hooktail Castle, the Great Boggly Tree, and the Glitz Pit Storeroom. She joins Mario's team after Mario gets the Attack FX B badge in Hooktail's lair and gives it to Ms. Mowz. She can also seek out hidden items and penetrate enemy's defenses like Watt does.

Crystal Stars
Diamond Star
 * Found in: Hooktail Castle
 * Power: Earth Tremor

Emerald Star
 * Found in: The Great Tree in Boggly Woods
 * Power: Clock Out

Gold Star
 * Found in: Glitzville's Glitz Pit
 * Power: Power Lift

Ruby Star
 * Found in: Creepy Steeple
 * Power: Art Attack

Sapphire Star
 * Found in: Pirate's Grotto in Keelhaul Key
 * Power: Sweet Feast

Garnet Star
 * Found in: The painting in the Poshley Sanctum
 * Power: Showstoppers.

Crystal Star
 * Found in: X-Naut Base on the Moon
 * Power: Supernova

Sweet Treat

 * Crystal Star Received: N/A
 * What It Does: Replenishes UP TO 8 HP for both party members and 8 FP.
 * Power Needed: 1

Earth Tremor

 * Crystal Star Received: Diamond Star
 * What It Does: If successful, this power creates an earthquake that can do up to 6 damage against all enemies.
 * Power Needed: 2

Clock Out

 * Crystal Star Received: Emerald Star
 * Power Obtained: Chapter 2
 * What It Does: If successful, immobilizes enemies temporarily.
 * Power Needed: 2

Power Lift

 * Crystal Star Received: Gold Star
 * Power Obtained: Chapter 3
 * What It Does: Boosts attack and defense power for a short time for both party members.
 * Power Needed: 3

Art Attack

 * Crystal Star Received: Ruby Star
 * Power Obtained: Chapter 4
 * What It Does: Circles around enemies and does unlimited damage.
 * Power Needed: 4

Sweet Feast

 * Crystal Star Received: Sapphire Star
 * Power Obtained: Chapter 5
 * What It Does: Much like Sweat Treat, you'll replenish UP TO 24 HP for each party member and 24 FP.
 * Power Needed: 5

Showstoppers

 * Crystal Star Received: Garnet Star
 * Power Obtained: Chapter 6
 * What It Does: If successful, destroys enemies in a single blow!
 * Power Needed: 2

Supernova

 * Crystal Star Received: Crystal Star
 * Power Obtained: Chapter 7
 * What It Does: Does up to 15 damage to all enemies, 3 each time you fill a gauge.
 * Power Needed: 6

Badges
For detailed list of all the badges found in Paper Mario: The Thousand-Year Door (and all the RPG games, for that matter), please see this list.

Bestiary (Tattle Log)
For the Bestiary, also known as the Tattle Log, found in Paper Mario: The Thousand-Year Door, please see this page.

Prologue
Lord Crump (1) HP 6, Attack 1, Defense 0

Gus HP 20, Attack 3, Defense 0

Blooper HP 12, Attack 1, Defense 0

Chapter 1
Gold Fuzzy and the Fuzzy Horde
 * Gold Fuzzy HP 10, Attack 1, Defense 0
 * Fuzzy Horde HP 20, Attack 1, Defense 0

Red Bones and the Dull Bones Quadruplets
 * Red Bones: HP 5, Attack 2, Defense 1
 * Dull Bones: HP 1, Attack 2, Defense 1

Chapter 2
Shadow Sirens (1)
 * Vivian HP 10, Attack 1, Defense 0
 * Marilyn HP 12, Attack 2, Defense 0
 * Beldam HP 9, Attack 1, Defense 0

Chapter 3
Armored Harriers (Two Iron Clefts HP 6, Attack 4, Defense ???

Bowser (1 HP 30, Attack 3, Defense 1

Rawk Hawk HP 40, Attack 3, Defense 1

Chapter 4
Atomic Boo HP 40, Attack 4, Defense 0

Chapter 5
Lord Crump (2) and X-Naut Infantry
 * Lord Crump HP 30, Attack 3, Defense 0
 * X-Nauts HP 6/10, Attack 5, Defense 0

Chapter 6
None

Chapter 7
None

Chapter 8
Dark Bones and the Dry Bones Quadruplets
 * Dark Bones HP 20, Attack 5, Defense 2
 * Dry Bones HP 8, Attack 5, Defense 2

Gloomtail HP 80, Attack 8, Defense 2

Shadow Sirens (2
 * Doopliss HP 40, Attack 6, Defense 0
 * Marilyn HP 40, Attack 7, Defense 0
 * Beldam HP 30, Attack 5, Defense 0

Sir Grodus and his Grodus Xs
 * Sir Grodus: HP 50, Attack 7, Defense 1
 * Grodus X: HP 3, Attack 4, Defense 0

Bowser (2) and Kammy Koopa
 * Bowser: HP 70, Attack 7, Defense 2
 * Kammy Koopa: HP 50, Attack 5, Defense 0

Optional
Bonetail HP 200, Attack 8, Defense 2

Major Bosses
Chapter 1: Hooktail HP: 30 (Has 20 HP, but eats some of the audience members to replenish 10 HP), Attack: 5, Defense: 1

Chapters 2 and 7: Magnus Von Grapple Robots Regular Magnus (Chapter 2): HP: 30, Attack: 2, Defense: 1 Magnus 2.0 (Chapter 7): HP: 70, Attack: 6, Defense: 2

Chapter 3: Macho Grubba HP: 60, Attack: 4, Defense: 0

Chapter 4: Doopliss HP: 40, Attack: 4, Defense: 0

Chapter 5: Cortez HP: 20, Attack: 4, Defense: 1

Chapter 6: Smorg HP: 50, Attack: 5, Defense: 1

Chapter 8: Shadow Queen HP: 150 (Left and Right Hands: 5; Dead Hands: 8) Attack: 7 (Dead Hands: 6 Per Hit (Round 1), 3 Per Hit (Round 2)) Defense: 1