Jump to navigation Jump to search

You are not logged in. Please consider registering an account. By having a StrategyWiki account, you can have your own user page, upload images for your guide, and even customize the look of the site to match your tastes! Also, another benefit of registering an account is that your IP address is not logged whenever you edit, so it adds security and privacy as well. Sign up today! It takes less than one minute and requires no personal information — you're not even required to provide an e-mail address!

If you choose not to register, don't worry! You can still edit StrategyWiki all the same, just with fewer luxuries than registered users have. Your IP address will be recorded in this page's edit history, you must use the Show Preview feature to check over your work before being allowed to save your changes, and your edit may be scrutinized a bit more than that of a registered user's edit. If you don't wish any of the preceding things to happen to you or your edit, please log in or register. Please make sure that you are following all applicable policies and guidelines when making your edit, and we hope that you continue to contribute to StrategyWiki in the future!

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:


==A Message From Merle==
==A Message From Merle==
===Meeting Merle===
===Meeting Merle===
Since Peach wasn't able to find the location of the next Star Spirit, we'll need to do it ourselves. Fortunately, Mario knows a Fortune Teller who might be able to help. Go to the Merlin's hut to be introduced to Merle, who will tell you the final Star Spirit is being held captive near Shiver City. While no-one knows exactly how to get there, rumour has it there is a doorway underneath Toad Town.
Since Peach wasn't able to find the location of the next Star Spirit, we'll need to do it ourselves. Fortunately, Mario knows a Fortune Teller who might be able to help. Go to the Merlin's hut to be introduced to Merle, who will tell you the final Star Spirit is being held captive near Shiver City. While no-one knows exactly how to get there, rumour has it there is a doorway underneath Toad Town.


===Into The Sewers===
===Into The Sewers===
Head down into the sewers, which can be accessed through a pipe in the section to the south of Merlin's hut.
Head down into the sewers, which can be accessed through a pipe in the section to the south of Merlin's hut.


Smash through the wooden panel in the floor, and head to the right. Use Sushi to swim across the water, and defeat the Blooper.
Smash through the wooden panel in the floor, and head to the right. Use Sushi to swim across the water, and defeat the Blooper. Head right again, where you'll encounter a fork in the road, where you can either head up across the spikes, or down round the water. The door to Shiver City is through this lower route, but the only way to reach it is with the '''Ultra Boots'''.


{{Bossbar|title=Super Blooper|contents=
===Finding the Ultra Boots===
* HP: 70
* Attack: 5
* Defense: 0
* Special Attack: 20
{{sect-stub}}
}}


Head right again, where you'll encounter a fork in the road, where you can either head up across the spikes, or down round the water. The door to Shiver City is through this lower route, but the only way to reach it is with the '''Ultra Boots'''.
===Finding the Ultra Boots===
Use Lakilester to fly over the spikes, and then head down the pipe. You'll need to fight your way through a bunch of spike-shell enemies, but a combination of the Power Quake badge and Watt's Electro Dash should make it easier. Follow the path around the water, and hammer the metal block to the next room. You'll see a bunch of blocks, but too high up to reach - ignore these for now, and we'll come back to them in a second.
Use Lakilester to fly over the spikes, and then head down the pipe. You'll need to fight your way through a bunch of spike-shell enemies, but a combination of the Power Quake badge and Watt's Electro Dash should make it easier. Follow the path around the water, and hammer the metal block to the next room. You'll see a bunch of blocks, but too high up to reach - ignore these for now, and we'll come back to them in a second.


Line 26: Line 20:


===Optional: Back to Toad Town===
===Optional: Back to Toad Town===
Shiver City is through the Blue Door up above, but there is a shortcut back to Toad Town that might be of interest. Go down the pipe below the door, and blow out the wall with Bombette. Here you will meet a friendly, but possibly suspicious, salesman. It appears he will keep offering you items for 64 coins each. Some of the items you can get are:
Shiver City is through the Blue Door up above, but there is a shortcut back to Toad Town that might be of interest. Go down the pipe below the door, and blow out the wall with Bombette. Here you will meet a friendly, but possibly suspicious, salesman. It appears he will keep offering you items for 64 coins each. Some of the items you can get are:


Line 36: Line 31:


===The Blue Door===
===The Blue Door===
Watt's special ability will reveal invisible boxes leading to the Blue Door. Hit them all using Tornado Jump - although note that you can't perform this while actually holding Watt. Use Parakarry to get across the boxes (remembering you can quit his flight early by jumping). Note that if you managed to avoid the conversation with Merle earlier, the Blue Door is locked, and it is impossible to reach Shiver City until you talk to him.
Watt's special ability will reveal invisible boxes leading to the Blue Door. Hit them all using Tornado Jump - although note that you can't perform this while actually holding Watt. Use Parakarry to get across the boxes (remembering you can quit his flight early by jumping). Note that if you managed to avoid the conversation with Merle earlier, the Blue Door is locked, and it is impossible to reach Shiver City until you talk to him.


Go through the Blue Door and down the pipe. Immediately to the left of the frost tube you come out of is a party upgrade. It's a good idea to upgrade Kooper to second level if you haven't yet, as he learns Fire Shell, which can hit all enemies with fire damage. The enemies in this level are ice-based, so this will give use a nice advantage. Head through the pipe on the right to reach Shiver City, and finally start the chapter!
Go through the Blue Door and down the pipe. Immediately to the left of the frost tube you come out of is a party upgrade. It's a good idea to upgrade Kooper to second level if you haven't yet, as he learns Fire Shell, which can hit all enemies with fire damage. The enemies in this level are ice-based, so this will give use a nice advantage. Head through the pipe on the right to reach Shiver City, and finally start the chapter!


==Shiver City==
==Shiver City==
===A Penguin Murder Mystery===
===A Penguin Murder Mystery===
Go to the Mayor's house first, which is the left-most house in the village. Here, you will discover the Mayor has been killed, and local author Herringway is the chief suspect. Herringway's house is by the lake (right of the entry pipe), but you find it empty.
Go to the Mayor's house first, which is the left-most house in the village. Here, you will discover the Mayor has been killed, and local author Herringway is the chief suspect. Herringway's house is by the lake (right of the entry pipe), but you find it empty.


Line 51: Line 49:


===Jr. Troopa Encounter===
===Jr. Troopa Encounter===
Make sure your good to go fighting condition before you head out the Gate.
Jr. Troopa will be waiting for you on the path.


{{Bossbar|title=Jr. Troopa|contents=
Make sure your good to go fighting condition before you head out the Gate.
* HP: 50
Jr. Troopa will be waiting for you on the path.  
* Attack: 8
* Defense: 2
He will be using magic this time for his "Special move". Hitting for 8-9 a hit.


Just have full health, use an ability that hits for 9 every hit like power smash. And use a companion that hits for at least 4 and it will be over in 4 turns, maybe 3.
* Jr. Troopa will have 50 Health
}}
* He will be using magic this time for his "Special move". Hitting for 8-9 a hit.
 
Just have full health, use an ability that hits for 9 every hit like power smash. And use a companion that hits for at least 4 and it will be over in 4 turns, maybe 3 if you know what your doing.  


After defeating Jr, you may wish to go back to town and heal, since there'll be a few big fights coming up.
After defeating Jr, you may wish to go back to town and heal, since there'll be a few big fights coming up.


==Starborn Valley==
==Starborn Valley==
===A Scary Monstar===
===A Scary Monstar===
Go past the snowmen and into the next screen, fighting through Frozen Piranhas and Gulpits. You can target the Gulpits rocks to stop them attacking, althgough that may not be quicker than just attacking them directly. Continue on and you'll encounter a Scary Monstar blocking the entrance to Starborn Valley, who will ask to fight you. It has 20HP, but only does 1 attack.
Go past the snowmen and into the next screen, fighting through Frozen Piranhas and Gulpits. You can target the Gulpits rocks to stop them attacking, althgough that may not be quicker than just attacking them directly. Continue on and you'll encounter a Scary Monstar blocking the entrance to Starborn Valley, who will ask to fight you. It has 20HP, but only does 1 attack.


Line 72: Line 69:


===A Talk With Merle===
===A Talk With Merle===
Here, you will meet Merle (the actual Merle, not the messenger you spoke with earlier). He will reveal the final Star Spirit is being held captive in Crystal Palace, at the top of Shiver Mountain. However, no-one can remember how to reach Crystal Palace, except for the legend of items held for many generations. He will give you a Scarf, and tell you the second item is in Shiver City.
Here, you will meet Merle (the actual Merle, not the messenger you spoke with earlier). He will reveal the final Star Spirit is being held captive in Crystal Palace, at the top of Shiver Mountain. However, no-one can remember how to reach Crystal Palace, except for the legend of items held for many generations. He will give you a Scarf, and tell you the second item is in Shiver City.


===The Mayor's Gift===
===The Mayor's Gift===
Go back to the Mayor's house in Shiver City, and tell him about the legend Merle told you. He will reveal his own item, a Bucket, although he doesn't know what it used for either.
Go back to the Mayor's house in Shiver City, and tell him about the legend Merle told you. He will reveal his own item, a Bucket, although he doesn't know what it used for either.


Line 81: Line 80:


===The Snowman Guards===
===The Snowman Guards===
Remember the snowmen just before Starborn Valley? The two items you've been given might look familiar. Place your scarf on the first snowman, and the bucket hat on the final snowman. The snowmen will move to reveal the gate to the North, and Shiver Mountain.
Remember the snowmen just before Starborn Valley? The two items you've been given might look familiar. Place your scarf on the first snowman, and the bucket hat on the final snowman. The snowmen will move to reveal the gate to the North, and Shiver Mountain.


==Shiver Mountain==
==Shiver Mountain==
===The Mountain Path===
===The Mountain Path===
Just after the save block, fall into the hole and use Tornado Jump twice - once to smash the ice, and again to press the button. Keep heading through the room, and don't miss the Ultrashroom, in a hidden box above the visible brick one.
Just after the save block, fall into the hole and use Tornado Jump twice - once to smash the ice, and again to press the button. Keep heading through the room, and don't miss the Ultrashroom, in a hidden box above the visible brick one.


In the next room, head down the stair to grab a Pebble, then go back upstairs to use Kooper's shell ability to hit the button. You'll be met with a little cutscene with a Duplighost clone of Kooper, and asked to pick the right one. You'll encounter Duplighosts several times, and the real sidekick always seems to be the one standing in their usual place, immediately behind Mario. Hit the left-hand Kooper, who called Mario a moron, to end up in a fight with the Duplighosts.
In the next room, head down the stair to grab a Pebble, then go back upstairs to use Kooper's shell ability to hit the button. You'll be met with a little cutscene with a Duplighost clone of Kooper, and asked to pick the right one. You'll encounter Duplighosts several times, and the real sidekick always seems to be the one standing in their usual place, immediately behind Mario. Hit the left-hand Kooper, who called Mario a moron, to end up in a fight with the Duplighosts.  


Head up the stairs for another party upgrade before moving on. If you haven't upgraded Parakarry to Ultra rank, his Air Raid ability is helpful in the Crystal Palace, so he might be a good choice.
Head up the stairs for another party upgrade before moving on. If you haven't upgraded Parakarry to Ultra rank, his Air Raid ability is helpful in the Crystal Palace, so he might be a good choice.


In the next area, you have three pillar containing high-powered attack items. Firstly, note that you won't be able to take any of these if your inventory is already full. Secondly, as soon as you take one, your path will be blocked, and you'll need to put a new item on the pillar to continue. Note that the Pebble in the previous area will respawn if you go back, so just use these to fill the three pillars.
In the next area, you have three pillar containing high-powered attack items. Firstly, note that you won't be able to take any of these if your inventory is already full. Secondly, as soon as you take one, your path will be blocked, and you'll need to put a new item on the pillar to continue. Note that the Pebble in the previous area will respawn if you go back, so just use these to fill the three pillars.
===The Star Stone===


===The Star Stone===
At the edge of the cliff you'll see a star shaped inlet for the Star Stone. To find it, you need to jump off the edge of the cliff, go across the ice, and use Bombette to blow up the crack in the wall. Here, you will find yourself in the Star Shrine. Here, you will need to remember Merle's words: "the walls tell lies". The wall at the right-hand 'edge' of this room is fake, and Mario can just walk through it. Here, you will meet a messenger from the Stars, who will give you the Star Stone.
At the edge of the cliff you'll see a star shaped inlet for the Star Stone. To find it, you need to jump off the edge of the cliff, go across the ice, and use Bombette to blow up the crack in the wall. Here, you will find yourself in the Star Shrine. Here, you will need to remember Merle's words: "the walls tell lies". The wall at the right-hand 'edge' of this room is fake, and Mario can just walk through it. Here, you will meet a messenger from the Stars, who will give you the Star Stone.


Line 99: Line 102:


==The Crystal Palace==
==The Crystal Palace==
===The Blue Key===
===The Blue Key===
To the far right of the first room, you'll find a switch that allows you to alternate between a Red Door and a Blue Door. Unfortunately, they are both locked, so we'll need to find the key first.
To the far right of the first room, you'll find a switch that allows you to alternate between a Red Door and a Blue Door. Unfortunately, they are both locked, so we'll need to find the key first.


Line 107: Line 112:


===The Red Key===
===The Red Key===
Use Bombette to blow up the wall, and go through to the next room. Keep hitting the brick block at the end to get a bunch of coins. However, notice something odd - the reflection of the block hasn't changed.
Use Bombette to blow up the wall, and go through to the next room. Keep hitting the brick block at the end to get a bunch of coins. However, notice something odd - the reflection of the block hasn't changed.


Line 117: Line 123:
At the end of the top corridor, you can earn yourself a Shooting Star (which is quite handy for defeating Swoopulas). At the end of the bottom level, you'll find a chest with a D-Up-P-Down Badge. If head head back to the main room and out of the 'reflected' main door, you can access a 'reflected' cave containing a star piece.
At the end of the top corridor, you can earn yourself a Shooting Star (which is quite handy for defeating Swoopulas). At the end of the bottom level, you'll find a chest with a D-Up-P-Down Badge. If head head back to the main room and out of the 'reflected' main door, you can access a 'reflected' cave containing a star piece.


Go to the location of the Red X and down the new hole. Use Bombette to blow up the door, only to discover a whole host of Duplighosts pretending to be Bombette. The imposters are the ones with extra symbols after their speech - stars, hearts, exclamation marks, and ellipses.
Go to the location of the Red X and down the new hole. Use Bombette to blow up the door, only to discover a whole host of Duplighosts pretending to be Bombette. The imposters are the ones with extra symbols after their speech - stars, hearts, exclamation marks, and ellipses.  


Go through the gap to find the Red Key in the chest. Head back to the main room, saving on your way past - you're not going to get another chance for a while. Use Tornado Jump to change the switch to the Red Door, and go through it.
Go through the gap to find the Red Key in the chest. Head back to the main room, saving on your way past - you're not going to get another chance for a while. Use Tornado Jump to change the switch to the Red Door, and go through it.


===Deeper Into The Palace===
===Deeper Into The Palace===
Go through the lower (i.e. 'unreflected') door, and defeat the three sets of Clubbas. If you still have the Shooting Star and Thunder Rage from earlier, they may come in handy here. However, each set is harder than the last, so save the good items for the third group.
Go through the lower (i.e. 'unreflected') door, and defeat the three sets of Clubbas. If you still have the Shooting Star and Thunder Rage from earlier, they may come in handy here. However, each set is harder than the last, so save the good items for the third group.


Line 131: Line 138:


===The Palace Key===
===The Palace Key===
Go through the hole and through the door to the right. This time, the mirror really is a mirror. Line up so that Kooper's reflection hits the button, and go across the pathway. In the next room, ignore the locked door, but go through the glass wall and start going back on yourself, over the reflected chasm.
Go through the hole and through the door to the right. This time, the mirror really is a mirror. Line up so that Kooper's reflection hits the button, and go across the pathway. In the next room, ignore the locked door, but go through the glass wall and start going back on yourself, over the reflected chasm.


Head through the northern door, and use Watt's ability to find a block with a Jammin Jelly. Go to the back of the dinosaur staue and push it to the left, revealing a hole. At the end of the lower corridor is a D-up-P-down Badge.
Head through the northern door, and use Watt's ability to find a block with a Jammin Jelly. Go to the back of the dinosaur staue and push it to the left, revealing a hole. At the end of the lower corridor is a D-up-P-down Badge.  


Go all the way back round to the 'unreflected' version of the dinosaur room. Here, you'll find the large statue has also moved, allowing access to the lower level. At the end of this lower section, you'll find the Palace Key. Head back to the locked door, and use the key to get through it.
Go all the way back round to the 'unreflected' version of the dinosaur room. Here, you'll find the large statue has also moved, allowing access to the lower level. At the end of this lower section, you'll find the Palace Key. Head back to the locked door, and use the key to get through it.


===The Dinosaur's Puzzle===
===The Dinosaur's Puzzle===
Here, you will find two recesses in the floor. The lower one contains three dinosaurs, and the upper one contains three statues. Note that there is '''not''' a mirror between the two halfs of the room. If you leave the room, the dinos will reset.
 
Here, you will find two recesses in the floor. The lower one contains three dinosaurs, and the upper one contains three statues. Note that there is '''not''' a mirror between the two halfs of the room. If you leave the room, the dinos will reset.  


You need to place a statue on each square on the floor. The statues can be pushed, but only in the direction they are facing. The dinos will rotate to face you when you start speaking with them, and the corresponding statue will turn to face the ''opposite'' way. Use the dinos the rotate the statues to where you want to go, and then push them so that they end up on the squares. Note that for two of the statues, you also need to move them in the vertical direction, but being behind/in front of the dino before speaking to them.
You need to place a statue on each square on the floor. The statues can be pushed, but only in the direction they are facing. The dinos will rotate to face you when you start speaking with them, and the corresponding statue will turn to face the ''opposite'' way. Use the dinos the rotate the statues to where you want to go, and then push them so that they end up on the squares. Note that for two of the statues, you also need to move them in the vertical direction, but being behind/in front of the dino before speaking to them.
Line 145: Line 154:


==The Crystal King==
==The Crystal King==
{{Bossbar|title=Crystal King|contents=
 
{{col|2|begin}}
The battle with the Crystal King can be fairly tricky. He has 70 HP and 2 defence, so taking down his health takes some work. He will generate little Crystal Bits, which each have 1 health, but these are what he uses to attack. Whenever he can, he will use a frost attack to make Mario miss several goes.
Crystal King
* HP: 70
* Attack: 6
* Defense: 2
{{col|2}}
Crystal Bits
* HP: 1
* Attack: 6 (basically, when the Crystal King swallows them and spits them at Mario)
* Defense: 0
{{col|2|end}}
The battle with the Crystal King can be fairly tricky. Taking down his health takes some work. He will generate little Crystal Bits, which each have 1 health, but these are what he uses to attack. Whenever he can, he will use a frost attack to make Mario miss several turns.


Badges that affect lots of ground enemies, like Power Quake, are useless here. Better to switch them out for something that does lots of damage to one enemy, go give yourself a HP/FP boost.
Badges that affect lots of ground enemies, like Power Quake, are useless here. Better to switch them out for something that does lots of damage to one enemy, go give yourself a HP/FP boost.
Line 168: Line 166:


The first two times you reveal the Crystal King, he will then heal himself for 20. Keep up the same cycle of attacks, and with some careful health management, you should be able to wear him down.
The first two times you reveal the Crystal King, he will then heal himself for 20. Keep up the same cycle of attacks, and with some careful health management, you should be able to wear him down.
}}


==PEACH: Mario Is Coming!==
==PEACH: Mario Is Coming!==
Peach's scene is only a cut-scene, so there is nothing to do.
Peach's scene is only a cut-scene, so there is nothing to do.


{{Footer Nav|game=Paper Mario|prevpage=Chapter 6: Dark Days in Flower Fields |nextpage=Chapter 8: A Star-Powered Showdown}}
{{Footer Nav|game=Paper Mario|prevpage=Chapter 6: Dark Days in Flower Fields |nextpage=Chapter 8: A Star-Powered Showdown}}
Please note that all contributions to StrategyWiki are considered to be released under the Creative Commons Attribution-ShareAlike (see StrategyWiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. DO NOT SUBMIT COPYRIGHTED WORK WITHOUT PERMISSION!
Cancel Editing help (opens in new window)

Notice to contributors: The StrategyWiki administration does not condone plagiarism or the use of materials from any other source. Period. By saving this page you are promising us that you wrote this yourself, or copied it from a public domain or similar free resource. With the exception of official media (screenshots, artwork, symbols, etc., but not text) and materials released under the CC-BY-SA you must have the rights to or ownership of all work you submit to StrategyWiki. Do not copy text or images from other websites without permission. They will be deleted.

Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · §   Cite your sources: <ref></ref>


{{}}   {{{}}}   |   []   [[]]   [[Category:]]   #REDIRECT [[]]   &nbsp;   <s></s>   <sup></sup>   <sub></sub>   <code></code>   <pre></pre>   <blockquote></blockquote>   <ref></ref> <ref name="" />   {{Reflist}}   <references />   <includeonly></includeonly>   <noinclude></noinclude>   {{DEFAULTSORT:}}   <nowiki></nowiki>   <!-- -->   <span class="plainlinks"></span>


{{Header Nav|game={{subst:BASEPAGENAME}}}}   {{Footer Nav|game={{subst:BASEPAGENAME}}|prevpage=|nextpage=}}   {{spoilers}}   {{spoiler|}}   {{delete|Unused}}   {{rename|MS Monster .png}}   {{floatingtoc}}   {{stub}}


Symbols: ~ | ¡ ¿ † ‡ ↔ ↑ ↓ • ¶   # ∞   ‘ ’ “ ” ‹› «»   ¤ ₳ ฿ ₵ ¢ ₡ ₢ $ ₫ ₯ € ₠ ₣ ƒ ₴ ₭ ₤ ℳ ₥ ₦ № ₧ ₰ £ ៛ ₨ ₪ ৳ ₮ ₩ ¥   ♠ ♣ ♥ ♦   ♭ ♯ ♮   © ® ™
Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ   B b   C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç   D d Ď ď Đ đ Ḍ ḍ Ð ð   E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə   F f   G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ   H h Ĥ ĥ Ħ ħ Ḥ ḥ   I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị   J j Ĵ ĵ   K k Ķ ķ   L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ   M m Ṃ ṃ   N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ   O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ   Ɔ ɔ   P p   Q q   R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ   S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß   T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ   U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ   V v   W w Ŵ ŵ   X x   Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ   Z z Ź ź Ż ż Ž ž   ß Ð ð Þ þ Ŋ ŋ Ə ə   {{Unicode|}}
Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
Cyrillic: А а Б б В в Г г   Ґ ґ Ѓ ѓ Д д Ђ ђ   Е е Ё ё Є є Ж ж   З з Ѕ ѕ И и І і   Ї ї Й й Ј ј К к   Ќ ќ Л л Љ љ М м   Н н Њ њ О о П п   Р р С с Т т Ћ ћ   У у Ў ў Ф ф Х х   Ц ц Ч ч Џ џ Ш ш   Щ щ Ъ ъ Ы ы Ь ь   Э э Ю ю Я я   ́
IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ   ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ   ɱ ɳ ɲ ŋ ɴ   ʋ ɹ ɻ ɰ   ʙ ⱱ ʀ ɾ ɽ   ɫ ɬ ɮ ɺ ɭ ʎ ʟ   ɥ ʍ ɧ   ʼ   ɓ ɗ ʄ ɠ ʛ   ʘ ǀ ǃ ǂ ǁ   ɨ ʉ ɯ   ɪ ʏ ʊ   ø ɘ ɵ ɤ   ə ɚ   ɛ œ ɜ ɝ ɞ ʌ ɔ   æ   ɐ ɶ ɑ ɒ   ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ   ˈ ˌ ː ˑ ̪   {{IPA|}}

Your changes will be visible immediately.
  • For testing, please use the sandbox instead.
  • On talk pages, please sign your comment by typing four tildes (~~~~).

Please note:
  • If you don't want your writing to be edited mercilessly or redistributed by others, do not submit it.
  • Only public domain resources can be copied without permission — this does not include the vast majority of web pages or images.
  • See our policies and guidelines for more information on editing.

This page is a member of 2 hidden categories: