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Paper Mario: Quest for the Seven Pins

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Plot

Paper Mario: Quest for the Seven Pins is the fifth installment in the Paper Mario series. It takes place right after Paper Mario: Sticker Star.

Paper Mario: Quest for the Seven Pins revolves around saving Princess Peach (again...) and obtaining the seven Pins of Power, which a new mysterious villain named Lord Croun wants to steal. Mario and his nine trusty partners have to travel long distances with many challenges along the way to beat the bad guys to the Pins, and this erupts in a huge, entertaining storyline.

Features

Partners

Partners play a huge role in Mario's adventure, and he wouldn't last nearly as long as he did in this story without them. With overworld abilities and battle strategies, partners will come into the dictionary as important as well as useful.


Name of Partner and How he/she joined Overworld Abilities Moves in Battle
Kirsti: Kirsti is a returner from Paper Mario: Sticker Star that joins Mario’s party when the Sticker Comet is knocked to the ground by Lord Croun. Paperize: Kirsti turns the world into a flat piece of paper and removes or sticks certain objects to/from the game. Of course, this only works if the object that is needed to pull out is already sticking out some, and if the object needs to be put in the correct scrap is needed. Certain Scraps can be purchased at Sticker Shops. Dash: Kirsti flies at an enemy, doing up to 6 damage by the end of the game. Costs no FP.

Tape: Kirsti tapes all enemies on screen, making them immobilized for up to three turns, depending on how well done the action command is. Might not work on enemies with 15 HP or higher, and never works on bosses/minibosses. Costs 2 FP.

Sticker Surge: Kirsti gives Mario a random jump or hammer sticker. The level of the sticker (dusty, normal, shiny, flashy) depends on how low Mario’s HP is. Costs 4 FP.

Paperize: Kirsti turns the world into a flat piece of paper, and then Mario picks up a random enemy to carry off the screen. This might not work on enemies with 15 HP or higher, and never works on bosses/minibosses. Costs 5 FP.

Colonel Gooms: Colonel Gooms is a Spike-Helmet Goomba that joins Mario’s party after he is left behind by his two brothers and sister when they lost a battle with him. Tattle: Colonel Gooms tells Mario where he is and hints on what to do there. Comes in handy when stuck in a challenging puzzle. Headbonk: Colonel Gooms jumps on an enemy headfirst, doing up to 6 damage by the end of the game. Costs no FP.

Tattle: Colonel Gooms tells Mario about a selected enemy’s power, moves, and HP. Costs 1 FP.

Research: Colonel Gooms tells Mario about all enemies’ power, moves, and HP on screen. Costs 4 FP.

Quakebonk: Colonel Gooms jumps on an enemy headfirst, doing up to 8 damage by the end of the game and sending three shockwaves that do 2 damage each at all ground enemies with a decent chance of crumpling the foe that was jumped on. Costs 6 FP.

Koopra: Koopra is a Koopa that inhabits Shelltown, a newly built town in Warm Fuzzy Plains. She joins Mario’s party after he saves her village from the Tri-Goombas. Shell Dash: Koopra goes into her shell and Mario kicks her a reasonable distance, grabbing items or badges to far him to jump to. Shell Dash: Koopra goes into her shell and throws herself at an enemy, doing up to 6 damage by the end of the game. Costs no FP.

Power Shell: Koopra goes into her shell and throws herself at all ground enemies, doing up to 6 damage to all enemies by the end of the game. Costs 2 FP.

Giant Shell: Koopra goes into her shell and grows to massive size, then throws herself at all enemies (grounded or not), doing up to 7 damage by the end of the game. Costs 5 FP.

Boomerang Shell: Koopra goes into her shell and shoots herself at all ground enemies, doing 4 damage by the end of the game, and then shoots back for another 4 damage done by the end of the game. Has a decent chance of dizziness. Costs 6 FP.

Spere: Spere is a Spike that joins Mario’s party after he starts to get a bit suspicious of his ruler, Sultan Steel. Grappling Spear: Spere throws a spear with a string attached to it that can hook on to yard arms or tree branches. Can be useful when Mario needs to get to a place that is way too far for his to jump to. Poke: Spere jabs at a ground opponent with his spear, doing up to 6 damage by the end of the game with a chance of stunning. Costs no FP.

Javelin: Spere charges up and throws his spear, and then throws it at an enemy, doing up to 8 damage by the end of the game. Costs 3 FP.

Hold: Spere holds out his spear to the side or up, waiting for a direct attack. When attacked directly, does 5 damage with a chance of stunning. Costs 4 FP.

Mega Jab: Spere throws away his current spear and replaces it with one ten times bigger than the original, and thrusts it at all ground enemies, doing up to 8 damage by the end of the game to each. Costs 7 FP.

Tod: Tod is a Toad that owns the Printer, the Kingdom’s last thing object. He joins Mario’s party after it disappears, and he stays afterwards because he enjoyed the adventures he and Mario had. Fix: Tod grabs his trusty wrench and fixes any nearby mechanical objects, including doors or lights that Mario cannot turn on. Whack: Tod hits a ground enemy with his wrench, doing up to 6 damage by the end of the game as well as a chance of dizziness. Costs no FP.

Zap!: Tod takes out his remote and clicks it at an enemy, doing 7 damage by the end of the game with a nice chance of paralyzation. Costs 3 FP.

Shutdown: Tod takes out his remote and clicks it, draining half of all robotic enemies’ HP on screen, as well as paralyzing for 2 turns. Does not work on bosses/minibosses. Costs 6 FP.

Light Bulb!: Tod takes out his wrench and suddenly builds a Bomb next to all enemies, and then clicks his remote, blowing it up for 12 damage by the end of the game to all enemies. Costs 9 FP.

Shyner: Shyner is a Shy Guy that mines at Rumble Volcano. He joins Mario’s party because he made a deal that he would get 5,000 coins by the end of the adventure. Burrow: Shyner takes his pickaxe and mines through any cracked walls, revealing areas Mario could not normally get to. Toss: Shyner throws a pickaxe at an enemy, doing 6 damage by the end of the game. Costs no FP.

TNT!: Shyner sets up TNT next to an opponent which explodes on the next turn, doing up to 8 damage by the end of the game. Costs 4 FP.

Burrow: Shyner digs a hole under Mario and makes him fall in it, making all enemy attacks miss for the next few turns. Costs 6 FP.

Jackpot!: Shyner digs into the ground and comes back up with six golden nuggets that do up to 4 damage by the end of the game, which he throws at random opponents on the screen, increasing the goodies won by the end. Costs 9 FP.

Chompster: Chompster is a Frigid Chain-chomp that joins Mario’s party after he agrees to save his friends. He stays when he finds out that his friends are actually not truly safe, and that the world was in peril. Rush: Chompster pulls Mario forwards with his chain, resulting in a sudden burst of speed that can cross spike or flame traps to fast for Mario to walk over. Lunge: Chompster throws himself at an enemy, doing up to 6 damage by the end of the game. Costs no FP.

Frigid Breath: Chompster blows freezing air at all opponents, freezing them for a couple turns. Costs 3 FP.

Chain Whip: Chompster whacks an enemy with his chain five times, doing up to 10 damage by the end of the game. Costs 7 FP.

Frenzy: Chompster breaks free from the post he is held on, doing up to 15 damage by the end of the game to all enemies on screen. Costs 10 FP.

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