List of badges in Paper Mario: The Thousand-Year Door: Difference between revisions
(There is a hidden 87th badge you unlock in the Switch Remake after you get all recipes, badges, and tattles.) |
(Added entry and information for the remake's new Gold Medal badge.) |
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|Increases Mario's maximum FP by 5 as long as it's equipped. | |Increases Mario's maximum FP by 5 as long as it's equipped. | ||
|21 | |21 | ||
|- | |||
|data-sort-value="Gold Medal"|[[File:Gold Medal PMTTYDNS icon.png|50px]]<br>[[Gold Medal (Paper Mario: The Thousand-Year Door for Nintendo Switch)|Gold Medal]] | |||
|0 | |||
| | |||
*Rogueport (reward for collecting all tattles, badges, and recipes in the Journal, remake only) | |||
|Makes Mario look shiny and golden. | |||
|87 | |||
|- | |- | ||
|data-sort-value="Hammer Throw"|[[File:Hammer Throw TTYD.png]] [[File:Hammer Throw PMTTYDNS icon.png|50px]]<br>[[Hammer Throw (badge)|Hammer Throw]] | |data-sort-value="Hammer Throw"|[[File:Hammer Throw TTYD.png]] [[File:Hammer Throw PMTTYDNS icon.png|50px]]<br>[[Hammer Throw (badge)|Hammer Throw]] | ||
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|0 | |0 | ||
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*Lovely Howz of Badges (1 coin) | *Lovely Howz of Badges (1 coin, remake only) | ||
|Changes the background music to the original [[Nintendo GameCube]] tracks. | |Changes the background music to the original [[Nintendo GameCube]] tracks. | ||
|86 | |86 | ||
|- | |- |
Revision as of 18:33, May 24, 2024
It has been requested that this article be rewritten. Reason: Second-person writing
There are a total of 85 different badges in Paper Mario: The Thousand-Year Door and 87 in the Nintendo Switch remake.
Badges that have a "P" at the end of their names are identical to their non-"P" counterparts, but affect Mario's partner. Equipping more than one of the same badge doubles the FP cost of the move for each extra badge equipped. Equipping more than one of the same attack badge increases the attack's power by 1 and/or increases the duration of the applied status effect by 1. Equipping multiple Charge badges gives Mario or his partner 1 extra power when charging. When both the W Emblem and L Emblem are equipped, Mario's clothes will change into Waluigi's clothes.
Badge | BP Needed | Location(s) | Effect | Type # |
---|---|---|---|---|
All or Nothing |
4 |
|
Mario's jump and hammer attack power will go up by 1 if he successfully executes the Action Command. If not, the attack will do nothing. | 24 |
Attack FX B |
0 |
|
Changes the sound effects of Mario's attacks to a mouse squeak. | 80 |
Attack FX G |
0 |
|
Changes the sound effects of Mario's attacks to a giggle. | 81 |
Attack FX P |
0 |
|
Changes the sound effects of Mario's attacks to Bowser roaring. | 82 |
Attack FX R |
0 | Changes the sound effects of Mario's attacks to crickets. Used against Hooktail, it lowers her attack and defense by 1 each per cricket sound made (max 4 times). | 78 | |
Attack FX Y |
0 |
|
Changes the sound effects of Mario's attacks to a dull bell. | 79 |
Bump Attack |
5 |
|
Mario can defeat weak enemies (who no longer give Star Points) by walking into them. Does not work in the Glitz Pit and the Pit of 100 Trials. | 77 |
Charge |
1 |
|
Allows Mario to use Charge, which takes a turn to increase the damage of Mario's next attack by 2, for 1 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1. | 15 |
Charge P |
1 |
|
Allows Mario's partner to use Charge, which takes a turn to increase the damage of their next attack by 2, for 1 FP. Each additional Charge badge worn doubles the FP cost and increases the charge power by 1. | 16 |
Chill Out |
1 |
|
Prevents enemies from making First Strikes. | 75 |
Close Call |
1 |
|
When Mario is in Danger (5 or less HP), enemies will occasionally miss when attacking. | 42 |
Close Call P |
1 |
|
When Mario's partner has low HP and is in Danger, enemies will occasionally miss when attacking. | 43 |
Damage Dodge |
2 |
|
Increases the amount of damage blocked by Mario's Guard by 1. | 31 |
Damage Dodge P |
2 |
|
Increases the amount of damage blocked by the Guard of Mario's partner by 1. | 32 |
Defend Plus |
5 |
|
Increases Mario's defense by 1. | 33 |
Defend Plus P |
5 |
|
Increases the defense of Mario's partner by 1. | 34 |
Double Dip |
3 |
|
Allows Mario to use Double Dip for 4 FP to use two items in one turn. Note: Wearing both Double Dip badges allows Mario to use Triple Dip for 8 FP. |
17 |
Double Dip P |
3 |
|
Allows Mario's partner to use 2 items in one turn for 4 FP. | 18 |
Double Pain |
0 |
|
Doubles the damage Mario takes. | 35 |
Feeling Fine |
4 |
|
Protects Mario from almost all status ailments (not just the poisoning and dizziness ailments, as the description states).2 | 64 |
Feeling Fine P |
4 |
|
Protects Mario's partner from almost all status ailments (not just the poisoning and dizziness ailments, as the description states).2 | 65 |
Fire Drive |
3 |
|
Allows Mario to use Fire Drive, a hammer attack that damages and burns all ground and low-hovering enemies, for 5 FP. The first enemy hit takes 5 damage, while each subsequent enemy takes 1 less damage. As a fire attack, it will heal fiery enemies. | 14 |
First Attack |
1 (original), 0 (remake) |
|
If Mario gets a "First Strike" on a weak enemy (who no longer gives the player Star Points), he will defeat it without entering a battle. Does not work in the Glitz Pit and the Pit of 100 Trials. | 76 |
Flower Finder |
3 |
|
The player will win more flowers than usual after winning battles. | 58 |
Flower Saver |
4 |
|
All abilities cost 1 FP less than they normally would. Does not allow abilities to cost less than 1 FP. | 51 |
Flower Saver P |
4 |
|
All of Mario's partners' abilities cost 1 FP less than they normally would. Does not allow abilities to cost less than 1 FP. | 52 |
FP Drain |
1 |
|
Reduces Mario's attack power by 1, but he regains 1 FP every time he hits an enemy. | 56 |
FP Plus |
3 |
|
Increases Mario's maximum FP by 5 as long as it's equipped. | 21 |
Gold Medal |
0 |
|
Makes Mario look shiny and golden. | 87 |
Hammer Throw |
1 |
|
Allows Mario to use Hammer Throw, a hammer attack that can hit any enemy without approaching, for 2 FP. | 10 |
Hammerman |
2 |
|
Boosts the power of all Mario's hammer attacks by 1, but disables Mario's ability to jump in battle. | 26 |
Happy Flower |
2 |
|
Slowly and automatically regain FP in battle. | 50 |
Happy Heart |
2 |
|
Slowly and automatically regains Mario's HP in battle. | 48 |
Happy Heart P |
2 |
|
Slowly and automatically regains Mario's partner's HP in battle. | 49 |
Head Rattle |
1 |
|
Allows Mario to use Head Rattle, a hammer attack that confuses the target, for 2 FP. | 11 |
Heart Finder |
3 |
|
The player will win more hearts than usual after winning battles. | 57 |
HP Drain |
1 |
|
Reduces Mario's attack power by 1, but he regains 1 HP every time he hits an enemy. | 54 |
HP Drain P |
1 |
|
Reduces Mario's partner's attack power by 1, but they regain 1 HP every time they hit an enemy. | 55 |
HP Plus |
3 |
|
Increases Mario's maximum HP by 5 as long as it's equipped. | 19 |
HP Plus P |
6 |
|
Increases the maximum HP of all Mario's partners by 5 as long as it's equipped. | 20 |
Ice Power |
1 |
|
Allows Mario to safely jump on fire enemies. Also increases Mario's attack and defense versus fire enemies and fire attacks respectively by 1. | 60 |
Ice Smash |
1 |
|
Allows Mario to use Ice Smash, a hammer attack that freezes the target, for 3 FP. | 12 |
Item Hog |
3 |
|
Makes it more likely to make items appear after battle. Also increases chances of Ms. Mowz stealing an item from an enemy that has had an item, be it used by them or stolen previously. | 59 |
Jumpman |
2 |
|
Boosts the power of all Mario's jump attacks by 1, but disables Mario's ability to hammer in battle. | 25 |
L Emblem |
0 |
|
Changes Mario's clothes into Luigi's clothes. If combined with the W Emblem, it will change Mario's clothes to Waluigi's clothes. | 83 |
Last Stand |
1 |
|
When Mario's HP gets low and he's in Danger, he will only receive half as much damage as normal, rounded up. Equipping more than one divides the damage by the number equipped plus one, rounded up. | 38 |
Last Stand P |
1 |
|
When Mario's partner's HP gets low and he/she's in Danger, they will only receive half as much damage as normal, rounded up. Equipping more than one divides the damage by the number equipped plus one, rounded up. | 39 |
Lucky Day |
7 |
|
Causes enemies' attacks against Mario to miss more frequently than Pretty Lucky. | 46 |
Lucky Start |
4 |
|
Every time a battle begins, Mario will be given a random beneficial status effect for 3 turns: dodginess, electrification, HP recovery (+2 per turn), or FP recovery (+2 per turn). | 47 |
Mega Rush |
1 |
|
When Mario's HP drops to 1 and he's in Peril, his attack power goes up by 5. | 40 |
Mega Rush P |
1 |
|
When Mario's partner's HP drops to 1 and they're in Peril, their attack power goes up by 5. | 41 |
Money Money |
5 |
|
Mario wins many more coins from battle than he usually does. Can be stacked, but there is a limit as to how many coins can be in the field at once (based on the presence of other items and pickups). | 67 |
Multibounce |
1 |
|
Allows Mario to use Multibounce, a jump attack that hits each available enemy consecutively, for 2 FP. | 2 |
Nostalgic Tunes |
0 |
|
Changes the background music to the original Nintendo GameCube tracks. | 86 |
P-Down, D-Up |
2 |
|
Lowers the damage Mario takes by 1, but also lowers the damage he deals by 1. The effect is not a boost to Defense, and so overrides piercing attacks. | 29 |
P-Down, D-Up P |
2 |
|
Lowers the damage Mario's partners take by 1, but also lowers the damage they deal by 1. The effect is not a boost to Defense, and so overrides piercing attacks. | 30 |
P-Up, D-Down |
2 |
|
Raises the damage Mario deals by 1, but also raises the damage he takes by 1. | 27 |
P-Up, D-Down P |
2 |
|
Raises the damage Mario's partners deal by 1, but also raises the damage they take by 1. | 28 |
Peekaboo |
2 |
|
Allows Mario to see enemies' HP without using Goombella's Tattle ability. It is also capable of showing the HP of some things which cannot be Tattled (such as the HP of a Shell Shield). | 70 |
Piercing Blow |
1 |
|
Allows Mario to use Piercing Blow, a hammer attack that ignores enemies' defense, for 2 FP.1 | 9 |
Pity Flower |
3 |
|
When Mario takes damage, he occasionally recovers 1 FP. The probability is approximately 33% and is determined for each hit of an attack. | 53 |
Power Bounce |
3 |
|
Allows Mario to use Power Bounce, a jump attack that continues bouncing on a single enemy until the Action Command is missed, for 3 FP. The required timing to continue the move becomes stricter as it progresses. | 7 |
Power Jump |
1 |
|
Allows Mario to use Power Jump, a powerful one-hit jump attack, for 2 FP. | 1 |
Power Plus |
6 |
|
Increases Mario's attack power by 1. | 22 |
Power Plus P |
6 |
|
Increases Mario's partner's attack power by 1. | 23 |
Power Rush |
1 |
|
When Mario's HP is low, and he's in Danger, his attack power will go up by 2. A popular strategy involving this badge involves buying and equipping a very large amount of them (e.g. more than 20) and using Chet Rippo to decrease Mario's maximum HP to 5, therefore giving him a permanent attack boost of huge proportions. Wearing 50 of this badge at once will cap Mario's attack power at 99. | 36 |
Power Rush P |
1 |
|
When Mario's partner's HP is low, and they're in Danger, their attack power will go up by 2. | 37 |
Power Smash |
1 |
|
Allows Mario to use Power Smash, a powerful hammer attack, for 2 FP. | 8 |
Pretty Lucky |
2 | Enemies will occasionally miss Mario when it's equipped. | 44 | |
Pretty Lucky P |
2 | Enemies will occasionally miss Mario's Partner when it's equipped. | 45 | |
Quake Hammer |
2 |
|
Allows Mario to use Quake Hammer, a hammer attack that deals 2 damage to all grounded and ceiling enemies, for 3 FP. | 13 |
Quick Change |
7 |
|
Allows Mario or his partner to switch partners in the midst of battle without using up a turn. | 71 |
Refund |
1 |
|
If the player uses an item in battle, Mario will be given some coins back. 75% of standard sale price with the first badge, and an extra 5% with each subsequent badge equipped. | 66 |
Return Postage |
7 |
|
Permanently gives Mario the counterattack status, forcing contact attackers to take 1/2 the damage they do to Mario (rounded down). | 63 |
Shrink Stomp |
1 |
|
Allows Mario to use Shrink Stomp, a jump attack that can shrink the enemy, for 2 FP. | 3 |
Simplifier |
1 |
|
Makes Action Commands easier, but reduces the star power gained from them. Also loosens the timing required to guard or superguard. Downgrades the rank of each successful command (e.g. a "Great" becomes a "Good") once per each badge equipped; "Nice"s become smaller in size. | 73 |
File:Sleep Stomp PMTTYDNS icon.png Sleepy Stomp |
1 |
|
Allows Mario to use Sleepy Stomp, a jump attack that can put the enemy to sleep, for 2 FP. | 4 |
Slow Go |
0 |
|
Prevents Mario from moving quickly. | 85 |
Soft Stomp |
1 |
|
Allows Mario to use Soft Stomp, a jump attack that reduces the enemy's defense by 3, for 2 FP. | 5 |
Spike Shield |
3 | Renders Mario immune to enemies' spike-based defenses, allowing him to safely jump on spiked enemies and hammer Bristles. | 61 | |
Super Appeal |
1 |
|
Gets more star power from the audience when Mario appeals. | 68 |
Super Appeal P |
1 |
|
Gets more star power from the audience when Mario's partner appeals. | 69 |
Timing Tutor |
1 |
|
Teaches the timing for Stylish moves. An exclamation mark will appear over the character's head when the player should press . | 72 |
Tornado Jump |
2 |
|
Allows Mario to use Tornado Jump, a jump attack that jumps on one enemy and then damages all midair enemies, for 3 FP. | 6 |
Unsimplifier |
1 |
|
Makes Action Commands harder, but increases the star power gained from them. Also restricts the timing required to guard or superguard. Upgrades the rank of each successful command (e.g. a "Great" becomes a "Wonderful") once per each badge equipped. | 74 |
W Emblem |
0 |
|
Changes Mario's clothes into Wario's clothes. If combined with the L emblem, it will change Mario's clothes to Waluigi's clothes. | 84 |
Zap Tap |
3 |
|
Electrifies Mario, causing most enemies to take 1 damage when they physically touch him. Prevents HP-leeching attacks as well as allowing Mario to safely jump on electrified enemies without getting hurt. Bandits cannot swipe Mario's belongings if Mario wears this badge. | 62 |
1 - Like other piercing attacks, Iron Clefts are immune to this.
2 - There is a common misconception that the Feeling Fine badges have an effect on Poison Shrooms. In reality, all they do is stop the user from being poisoned. There is a slight chance that the user will not be poisoned or lose half HP, but instead will be fully healed. This is simply a random occurrence; wearing these badges makes no difference. This has been proven by extensive testing.
3 - All badges that can be stolen from an enemy can also be dropped after battle; the reverse is not true.
Unobtainable badges
Name of Badge | Icon | BP Needed | Effect/Description |
---|---|---|---|
All or Nothing P | 4 | Hit Action Commands, up ally's Attack. Fail, it goes to 0. | |
FP Drain P | 2 | Drops Mario's ally's Attack by 1 but regain 1 FP per attack. | |
Happy Flower P | 2 | Would have likely allowed Mario's partner to occasionally restore 1 FP. | |
Lucky Day P | 7 | When Mario's ally is attacked, make foes miss more often. | |
Lucky Start P | 2 | Has an identical icon to Lucky Start, but affects Mario's partner. | |
Mega Jump | 3 | Allows Mario to perform a more powerful jump attack that costs 6 FP. | |
Mega Quake | 4 | Allows Mario to perform a more powerful hammer attack that costs 7 FP. | |
Mega Smash | 1 | Allows Mario to perform a more powerful hammer attack that costs 6 FP. | |
Pity Flower P | 3 | When Mario's ally takes damage, occasionally recover 1 FP. | |
Triple Dip | 6 | During battle, become able to use three items in one turn. | |
Triple Dip P | 6 | Would have likely allowed Mario's partner to use up to three items in one turn. | |
Defend Command | 2 | Likely an early version of the Defend command that would have required a badge to use. | |
Defend Command P | 2 | Likely an early version of the Defend command for partners that would have required a badge to use. | |
Super Charge | 2 | Allows Mario to use a move called "Super Charge" for 2 FP. Otherwise identical to Charge, boosting attack power by 2. | |
Super Charge P | 2 | Allows Mario's partner to use a move called "Super Charge" for 2 FP. Otherwise identical to Charge P, boosting attack power by 2. | |
Debug Badge | 1 | The icon is identical to the Zap Tap Badge. When equipped, the game automatically performs the best possible actions relevant to the situation. Examples include superguarding, Perfect Action Commands or Stylish moves, and 100% Run rate. However, this badge fails to work while frozen, asleep or otherwise immobilized. Power Bounce/Multibonk terminates at 9999 bounces. Special moves are unaffected. | |
Unknown | N/A | Possible early Ice Power or Ice Smash. | |
W Emblem (early) | N/A | An earlier version of the W Emblem, only found in the demo. |
Trivia
- The Japanese version is missing the number of obtained/total badges in the pause menu's Badges screen.
- The Official Nintendo Player's Guide states on pages 61 and 108 that Damage Dodge P can be found in Pirate's Grotto, which is only true for the Japanese version of the game.
References
- ^ SwayNC. (April 28, 2022). Paper Mario: The Thousand-Year Door - 100% speedrun in 7:26:40. 2:25:31. YouTube. Accessed September 24, 2023).